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Draco18s

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Everything posted by Draco18s

  1. Hahahahaha, you can't client-side-only this. Not going to happen.
  2. Light greater than 15 also requires fake blocks, but would be troublesome to manage properly.
  3. You can't. End of story. You would need to have "fake" blocks occupying the surrounding area to provide collision.
  4. Pretty sure you can't Item.getItemFromBlock() before you've registered the itemblock.
  5. I'm at a loss. Null pointers are usually very easy to solve, but I can't locate ANYTHING in the method throwing the NPE that could be null.
  6. You also should be using the code tag. Anyway. world.setBlockMetadataWithNotify(a, b, c, MathHelper.clamp_int(d, 0, 32), 2);[/quote] Two things: 1) That should be "x, y, z" as parameter names, not "a, b, c" 2) Metadata values only go up to 15. 3) You should probably use notify flag 3, not flag 2. [code] public static int returner(int a) { return a; } 4) This function does nothing but make your code harder to read. float max = j1 * 1f; 5) This line does actually nothing. You can cast from integer to float implicitly (although we'll come back to this in point 7): this.setBlockBounds(j1, j1, j1, -j1, -j1, -j1); 6) You have mixed up "min" and "max." this.setBlockBounds(-max, -max, -max, max, max, max); 7) Your size increase right now is 1 meta = 1 block of size. If you want it to be "a little bit" you need to multiply j1 by a smaller value. 1.0001 is still 1 block of size per meta: float max = j1 * 0.1f; //10 meta = 1 block-of-size
  7. Please use spoiler and code tags or pastebin
  8. Ugh. Rename those parameters. Highlight one, Source -> Refactor -> Rename
  9. (You'll actually want to create a blank NBT tag, run it through, writeToNBT, then change the one value, then run it through readFromNBT: that makes sure that every other value doesn't get altered or throw errors)
  10. Override getColorMultiplier if I am remembering the method name correctly. Look at the Leaves class for it.
  11. And...its gone over my head. I do know that when compiled your files (in /src/resources) don't exist as "files" but as a virtual object inside a zip file, and it has to be referenced differently. But I can't tell what Sphinx4 is/isn't doing.
  12. Look at the event class, there is probably a getter method.
  13. Show the full class that contains updateCraftingMatrix ? Uh...ContainerFabTable.java
  14. The leaves class has some field that does what you're doing, I just don't remember what it's name is and if its static. The point of doing this, though, has to do with: a) avoiding duplication b) avoiding errors c) avoiding inadvertently referencing Minecraft.getMinecraft() on a dedicated server.
  15. You have this: @SideOnly(Side.CLIENT) public void setGraphicsLevel(boolean fancy) { this.isTransparent = fancy; Minecraft.getMinecraft().gameSettings.fancyGraphics = fancy; this.iconIndex = fancy ? 0 : 1; } You shouldn't need it. You should be referencing Blocks.leaves.isTransparent , not storing your own copy.
  16. Then you're doing something seriously wrong. You need to debug things. I'm almost certain that the problem has to do with either the Slots you've set up, or the call to onCraftMatrixChanged in the constructor.
  17. Don't copy the code from Blocks.leaves, just reference the code in Blocks.Leaves
  18. The change you made makes it impossible for the "changes" to save back to the TileEntity in the world because you created a new one.
  19. oh, sorry, I must have snipped out the "new" keyword by accident. You should have been able to fix that on your own.
  20. I may be wrong, that was what I thought was happening from an initial examination. I haven't messed with guicode in a while.
  21. What you should have is if(ID == mod.guiIDMoriumWorkbench) { return ContainerMoriumWorkbench(player.inventory, world, x, y, z); }
  22. Nothing you're doing in drawScreen is visible because you're calling super.drawScreen() after drawing. super() is coming along and drawing on top of it, hiding it.
  23. FFS, why do we keep seeing this? if(ID == mod.guiIDMoriumWorkbench) { return ID == mod.guiIDMoriumWorkbench //... You already checked the ID, why are you checking it again?
  24. I'm not surprised. To debug an if-statement you need to be logging outside of it and printing out the objects being compared not the comparison result.

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