Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Draco18s

Members
  • Joined

  • Last visited

Everything posted by Draco18s

  1. Well. Imagine for a moment that your lookvec is (1,0,0)
  2. The error isn't what you originally said.
  3. I was running off of recollection. Try Block#breakBlock Most TE blocks use it to drop their inventory (check BlockChest and BlockFurnace).
  4. I think it's called "shouldRefresh()"
  5. You need to add them to Eclipse's build path.
  6. Well...in onMessage you're not doing anything to make the player move.
  7. 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.
  8. Which ones are you wondering about? Three of those should be painfully obvious, three more deal with inventories.
  9. Well if you didn't return null it might do something useful.
  10. 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.
  11. 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.
  12. Have you checked...? 1) To see if AnvilUpdateEvent has any sub events? 2) To see where AnvilUpdateEvent is fired?
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. I would simplify that: bool state = (world.getBlock(x, y, z)==AllBlocks.block_foundry_active) if(state != burning) { //set block }
  18. *Cough* size <= 0

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.