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Draco18s

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Everything posted by Draco18s

  1. If the chunk isn't rendered, at all, then the whole damn chunk isn't visible, so it doesn't friggin' matter does it?
  2. Stop using registerGlobalEntityID
  3. That's because Choonster isn't a dick like I am. Use your god damned IDE to examine the ItemStack class and figure out what method will do what you want.
  4. You can't, that's not how vanilla works. Vanilla assumes that any, and every block that can be broken can be broken by hand (given enough time). You would know this if you'd ever actually played the game. If you actually want to prevent the player from ever breaking a block that their tool can't harvest then you need to interrupt the action via the event system. Also, spelling. All of these are wrong: peckaxes breakeable mi im wanna sme
  5. Ok, good, you do know how to program. A lot of folks come through here going "I'mma make a mod! What's an object?" Anyway. Accomplishing what you want is certainly doable but it's going to be a bit round-about as you aren't going to want to actually mimic mouse clicks. You can just access inventories directly (with some restrictions: backpack inventories aren't directly readable).
  6. event.drops.clear() It's an array list, use it like one.
  7. The multiblock machine I made happens to be just nine, identical, single-block machines that do something different based on their position in the structure.
  8. Do you know how to program in any language?
  9. The cross product thing I did once so I could turn every edge of a 3D model into a thick line (a quad) and wanted those quads to always face the camera. Was a bitch to figure out until I remembered the cross product trick (had to do it 3 times to get the necessary vectors).
  10. @Override public ItemStack getContainerItem(ItemStack itemStack) { return itemStack; }
  11. Also might help if you used the setBlock flag 3 like its supposed to be used: world.setBlock(x, y, z, MBlocks.CABLE, 1, 0); //flag 0: don't send to client, don't inform neighbors world.setBlock(x, y, z, MBlocks.CABLE, 1, 3); //flag 3: send to client, inform neighbors
  12. If the mod is on a server that makes no fucking sense.
  13. Why are you cloning the input stack, setting its size to 1, and returning it? If its size wasn't already 1 you just destroyed (an unknown number of) items. If it was, there was no point in cloning and setting the size.
  14. That return value won't do what you think it might. It won't let you toggle blocks back and forth between opaque and not opaque. It will toggle all blocks of that type.
  15. Because you're still using Minecraft.getMinecraft().thePlayer
  16. http://download.cnet.com/Workspace-Macro-Pro-Automation-Edition/3000-2084_4-10307040.html
  17. How do you expect (non TE) blocks to function? What about a redstone system that extends across several chunks?
  18. Yeah. Once for each face. Up Down North South East West
  19. No. If the client thread "stops" or crashes, the whole thing comes down and you are returned to Eclipse.
  20. I think he copy-pasted a bunch of shit and has no idea what it does, so he has no idea how to update it.
  21. Math. It's called "math." When you math things you can locate vertices in space. Protip: any two non-parallel vectors can be cross-product-ed together to produce a third vector perpendicular to the first two.
  22. The server thread crashed but the client thread did not. That shuts down the SSP world and boots the client connection.
  23. And change your sig, I can't read this thread because of that fucking image. Also, learn about the tag, then you don't need to ".." bullshit.
  24. Fatal Exception is a crash. Specifically you have a Null Pointer: java.lang.NullPointerException at com.halestormxv.inventory.InventoryKeyPouch.<init>(InventoryKeyPouch.java:34) ~[inventoryKeyPouch.class:?] On line 34 of your InventoryKeyPouch class, something is null.

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