Everything posted by Draco18s
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[1.9] [UNSOLVED] Let entities be thrown into my block
EntityMotion += (BlockPos - EntityPos) * 0.1f; //simple and arbitrary. Hooray vectors! Breakdown: (BlockPos - EntityPos) results in a vector from Entity to Block, with a magnitude of the total distance. * 0.1f results in a vector 1/10th this distance, still pointing from Entity to Block. EntityMotion += add this directed vector to the Entity's motion, pushing it towards the Block.
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oredictionary
That's not how the OreDictionary works. The OreDictionary works on the basis of equality. "Does this item stack, registered as 'OreIron' work in this recipe? Why yes, the recipe looks for 'OreIron,' so this stack is valid." It doesn't convert things, it just treats them as equal. It's kind of like Coal and Charcoal being equivalent for the purposes of making torches and smelting ore, but they don't stack. (Not withstanding mods creating a distinction so that you can turn coal into diamonds, but not charcoal, as the latter is renewable).
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[1.8.9] Multiple item textures in one file (image)
So how would I do this? EDIT: Also, why do you not recommend it? Locate the class, TextureAtlasCompass if I recall the class name correctly. It's how vanilla renders the compass texture (there's also one for the clock). This should be sufficient information necessary to display the correct portion of your texture file. The reason I don't recommend it, however, is that if things go south (crashes, bugs, etc) it is very hard to diagnose as the stack trace will not contain this custom class (it will be elsewhere and merely calling properties of said class). For a two-state texture file you're probably fine. Note: I am presuming that these classes still exist for 1.9 based on my knowledge of 1.7.10 and what I know about the changes made to the rendering engine: that is, I assume that there is still a class that interprets a multi-frame texture file for the clock and compass, rather than as an animation.
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Change tooltip info throughout the game
Probably because its an event fired from the player related classes.
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[1.8.9] Multiple item textures in one file (image)
You need a custom TextureAtlastSprite. I do not recommend.
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[1.9] Drawing lines/squares/anything in minecraft
Look at the rendering events.
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[1.7.10] Custom signs
Post code and picture.
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[1.9]Inventory Model Not Loading
There's also no reason to close the topic.
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Fuel Handler
Java actually doesn't care. There's all kinds of interfaces ( Comparable ) and subclassing that you/Forege/Mojang could be doing and aren't that would allow the two types to be compared meaningfully. There's no way for the IDE to determine that.
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Creating a Creative Tab (Minecraft 1.9)
Not easily.
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Make Chunk Generator Have Less Height
I wonder what these do. this.perlinHeight = new NoiseGeneratorPerlin(rand, 4); (double)this.settings.stretchY float f5 = this.settings.biomeDepthOffSet + biomegenbase1.getBaseHeight() * this.settings.biomeDepthWeight; float f6 = this.settings.biomeScaleOffset + biomegenbase1.getHeightVariation() * this.settings.biomeScaleWeight;
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[1.7.10] Custom signs
I suspect that you're using Vanilla's renderer for this and it does a "if block is X { render standing } else { render wall }" type check.
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[Semi-Solved] [1.7.10] Getting RF item to charge in a custom charge
If you're trying to charge another mod's items, there is no need to mess with the durability bar. That should happen on the other mod item's end. YOU just need to use the existent API to call ISomeInterface#someAddPowerMethod on the item (you will need to explicitly cast the Item)
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[Semi-Solved] [1.7.10] Getting RF item to charge in a custom charge
Specifically, <Class>#<method> refers to a method that requires an object instance, rather then a static method.
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[1.9] Adding numbers/bars/icons to item inventory icon.
- [1.7.10] Connected textures when certain conditions are met
Oh m yeah, 0.- Removing the exact amount of an item from the inventory of the player
I think having equals(null, null) return false is even more misleading. ...Fair. I was probably tired and not thinking.- [Unsolved] [1.7.10] Disable Block Outline for Block &...
Ah, darn again. The other option is to write a custom ISimpleBlockRenderingHandler...which might run into the same issue. Hmm.- markDirty() method
container != Container- [1.9] [SOLVED] StatCollector.translateToLocal
Notunknown is correct. The class name got changed.- [1.7.10] Connected textures when certain conditions are met
That's going to be on your multiblock detection code, you'll identify a "top left" and set that one to clock:1 and work outwards from there.- Removing the exact amount of an item from the inventory of the player
[me=Draco18s]facepalm.[/me] if(stack1 == null || stack2 == null) return stack1 == stack2; You should just return false here. Passing two null stacks and getting a true is misleading (would you EVER want to do anything with two null stacks?), where as a single null stack and a not-null stack will always return false.- Display Case in 1.8.9
Post your Block code- [Unsolved] [1.7.10] Disable Block Outline for Block &...
I'm not sure how to make the rendering update just because the player changed survival/creative off-hand, not without using a TileEntity and a TESR. You could try looking at--wait, nevermind. The barrier block was added in 1.8- Removing the exact amount of an item from the inventory of the player
Don't forget to check metadata. - [1.7.10] Connected textures when certain conditions are met
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