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Draco18s

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Everything posted by Draco18s

  1. I think it's called "shouldRefresh()"
  2. You need to add them to Eclipse's build path.
  3. Well...in onMessage you're not doing anything to make the player move.
  4. Oh. I figured out the problem. (Ernio's post is more elaborate, but I had to go deal with surprise baby bunnies and was interrupted in posting) public abstract class DraftingItemCore extends Item implements IDraftable, Serializable{ protected DraftableMap partMap; protected CoreType coreType; protected String name; protected float weight; You have item properties that are part of the singleton. These aren't being stored in the NBT. $10 says that if you create two different, non-default swords they will be identical.
  5. Which ones are you wondering about? Three of those should be painfully obvious, three more deal with inventories.
  6. Well if you didn't return null it might do something useful.
  7. Sorry, you posted one thing which wasn't what I asked for before you posted the thing I did ask for. Anyway, how about your gui handler? $5 says you don't have one or its not properly registered.
  8. Whoah, slow down. Rim shader looks like crap on cuboid models. Not that it isn't worth figuring out how to do, just that it isn't going to do what you think it does. The sphere and the cube have the same shader applied to them, the sphere looks pretty awesome because it has a lot of faces and gently changing surface normals. The cube looks awful because all of its faces are perpendicular to each other, so the angle change is much larger. I think what you need though is to subscribe to a late-stage rendering event and then render the item again with the outline/glow effect only.
  9. Have you checked...? 1) To see if AnvilUpdateEvent has any sub events? 2) To see where AnvilUpdateEvent is fired?
  10. Well the PlayerEvent.BreakSpeed is a Player event, so it will naturally give you the player involved. From that you can figure out what item they're holding.
  11. Draco18s replied to a post in a topic in Modder Support
    MCAnimator has given me so many problems I do not recommend it. Its animations are not threadsafe, so even if you do solve this one you'll find that randomly the game will crash with a Concurrent Modification Exception.
  12. Thanks, but I found a better way to do this for my situation. I use the Item#onUpdate method and just store the ticks passed as damage values. That's not better, that's worse. Now the itemstack needs to update every tick and will cause a jiggle as if the player is switching items.
  13. Before you start writing your network code: Don't use a single class for both the MessageHandler and the Message, you'll inevitably get the fields mixed up.
  14. I would simplify that: bool state = (world.getBlock(x, y, z)==AllBlocks.block_foundry_active) if(state != burning) { //set block }
  15. *Cough* size <= 0
  16. Gui textures don't work the same as block textures with the .meta file (it has nothing to do with 16x16: block textures absolutely must be square, so a non-square texture then must be a series of animated frames). Guis are rendered manually as quads drawn directly on the screen, so in order to animate it, you need to manually select different parts of a large texture, or change to a different texture, each time you draw the gui.
  17. I don't see anything obviously wrong, but there's two things you don't need to do: 1) You don't need new Object[]{} 2) You don't need Character.valueOf('E') You can do it just like this instead: GameRegistry.addRecipe(new ItemStack(hasendna), "DDD", "DDD", "DDD", 'E', Items.egg, 'D', hasenbakterie ); Java has a feature called "varargs" which looks like this on a function: public static void addRecipe(ItemStack result, varargs...) Which wraps all of the other parameters in a new Object[]{} tag for you. Secondly, ' already denotes a character-literal, no need to wrap it in a ValueOf(). Third, with this particular recipe, you have made a recipe which uses only hasenbakterie, but have told the crafting manager that there's an egg in it somewhere (in fact, every other recipe you have does this). I don't know if this is what you intended or not.
  18. public void onUpdate(ItemStack Stack, World world, Entity entity, int par4, boolean par5) { EntityPlayer Player = Minecraft.getMinecraft().thePlayer; What did you expect this to do on a server? Minecraft is a client side class only. Did you completely miss the third parameter?
  19. Mhm. You should do it on both. Item stacks don't automagically delete themselves when their stack size is zero. Check for it and set them to null.
  20. Post the code for crafttablethings.java

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