Everything posted by Draco18s
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[1.8.9] Custom fluids
That's because both of those factors are handled by EntityBase#onEntityUpdate They check the current block that the entity is in, and if that block's material is water, you get pushed (and get a drown meter). If it's lava, you get set on fire.
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NBT sub blocks [1.8.9]
On 2) TileEntities do no exist in your inventory. In your inventory everything is an item stack. You will need to also add NBTtags to the ItemStack for the block when it is in ItemStack form. Crafting and such will need to have custom recipes (look up IRecipe). On 1) You need to override getActualState() IIRC
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[1.8.9] [SOLVED] Really Weird Bug
My suggestion: Stop using Clojure.
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Can a Mod be different on client side and on server side ?
Technically, most mods are different client-to-server because of rendering code and other client-side-only code
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[1.7.10] Calculations Server Side Only?
By the way, you won't want to overwrite the values from the client's config. If they connect to a server (receiving the server's values), then disconnect, and load their own single player game, the config values should be used at that point. Otherwise you'll have a disparity between logging into the server first, then playing single player, than playing single player directly.
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Maximum number of particles?
Oooh, alright. I knew that the setting lowered the chance of the particle spawning, but I thought it lowered the cap, too.
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A question about performance?
GL_QUADS is bad for performance because it requires triangle computation on the CPU.
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Maximum number of particles?
No. Its global and modified by the game settings. Low Particles reduces the count (though I don't know by how much).
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A question about json files
Its all about how you read the data.
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[SOLVED][1.8.9] isItemValidForSlot Not Working?
Haha, that would be silly!
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[1.8.9] Using capabilities to have a file that serializes data to NBT
You can read and write NBT files outside of the Capabilities and WorldSavedData system. It's a file like any other, run through CompressedStreamTools, IIRC.
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[Solved, m8]Modifying the functionality of torches
Sure exploding torches. Whatever you want.
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[Solved, m8]Modifying the functionality of torches
Oh god, if you're going to make your own block, don't use the vanilla torch item. That's dumb. Just remove and replace the recipe.
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Setting a file destination to write to
You can also use FMLInitializationEvent#getSuggestedConfigurationFile() which you could manipulate to get the config directory There's also Loader.instance().getConfigDir()
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How to get the current light level
Then World#getSkyLightSubtracted() IIRC.
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Setting a file destination to write to
Yes, your save location is faulty because it is inside the JAR file. You need to point to a location that has write access.
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recipes
More or less correct. The problem is not the code running, but the class loading into the JVM.
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[1.7.10] Can I make a TileEntitySpecialRenderer emit light?
That's not how light works
- recipes
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recipes
Its not. You are registering your recipes wrong.
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recipes
Well. Given that the ClientProxy he posted contains an empty @Override for the PreInit method (no call to super) that code would not produce that call stack.
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recipes
He's not, actually. He has a CommonProxy (which registers crafting) that the server proxy extends, and the client proxy extends the server proxy. (The "common" part can be wholly removed and its code added elsewhere). Recipes, item instantiation, item registration all of that should happen in the main mod class. Some tutorial recently shoved it all into the proxy for no god damn reason and its made a mess of things ever since.
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recipes
243 isn't your code, I was mistaken because I found the problem. Which you did not comment on:
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recipes
And which line is line 243? Actually I don't care. GameRegistry.addShapelessRecipe(new ItemStack(Bong.bbowl, 3), new Object(), " B ", 'B', Items.iron_ingot); new Object() ? Seriously?
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recipes
Ok, so now I need to see the mitems class, because none of the code you posted lately references it. GameRegistry.addShapelessRecipe(new ItemStack(mitems.nvud, 9), new Object[]{" X ", 'X', mitems.mvud}); See how you make an item stack from mitems.nvud ? Where it nvud set to a value? It certainly isn't happening in your Bulb (or other item) classes, which do the instantiation and registration (which, by the way, is terrible practice).
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