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Draco18s

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Everything posted by Draco18s

  1. Good job not reading the original post.
  2. Probably because the block's functionality should persist after the player quits the game.
  3. You would need to write your own crafting bench and your own recipes. I have a machine that takes in stacks of size 8 and produces a single-size result, for example.
  4. You still don't need MAP.flush() You may as well think of it as MAP.garbageCollect(), the method exists to mark the memory it uses as free, but you're using it to reset the colors.
  5. Your UVs are incorrect.
  6. Would probably help if... 1) Didn't use MAP.flush(); 2) Didn't check for changes every tick (seriously, scanning 118125 blocks every tick is dumb)
  7. Can it be done? Absolutely. Can you do it? Well...do you have code that already recognizes speech?
  8. All of your verts are the same. You've drawn a 0-size...triangle.
  9. That's because you're creating 118125 BlockPos objects and 118125 IBlockState references every tick, all of which need to be garbage collected.
  10. public class Telescope extends BlockContainer{ TileEntityTelescope temb; Don't do this. Learn what singletons are.
  11. If it crashes, include the line that it crashes at.
  12. Basically you need to provide a class which extends TemplateRecipeHandler that will take in either an output item (and reconstruct the recipe) or take in an input, and list all recipes that contain it. I've only got 1-to-1 recipes myself, but this should give you an idea of what the class looks like: Then you need to register it with NEI: TemplateRecipeHandler handler = new SifterNEI(); API.registerUsageHandler(handler); API.registerRecipeHandler(handler); API.registerGuiOverlay(GuiContainerSifter.class, "sifter"); API.registerGuiOverlayHandler(GuiContainerSifter.class, new DefaultOverlayHandler(), "sifter");
  13. http://stackoverflow.com/questions/218384/what-is-a-null-pointer-exception-and-how-do-i-fix-it
  14. While using the player's current Y position seems like a logical choice, that map is utterly worthless to me, as a player. In looking at it and looking at what's in front of the player in that screenshot, I have literally no idea where I am or what direction I'm facing.
  15. 1) Why do you subscribe to the event multiple times? You know you can check for multiple blocks at once, right? 2) Why do you check to see if the player is holding a stack, or not holding a stack, and then do the same thing regardless? (for two of those handlers)
  16. Your image hosting site is terrible and not serving the image.
  17. GetMapColor() returns a predefined color (one of 16, IIRC although there are some duplicates). The more advanced maps go "this color is useless" and examine the block's actual texture and make a "best guess" average color for the block.
  18. Very good point. Not to mention every other mod that takes the item out of the players inventory. Is there anyway to tell when the items stacksize has been decreased?Otherwise I may have to use a different approach with this whole thing but for now il continue on. As I said, there is NO event, NO notification, NO function that is called when this occurs. The item stack's direct property object stacksize is decremented. You can't even ASM that.
  19. When you're done, try shoving your item into an Item Frame. Good luck solving that.
  20. Why do you need a non-zero number of partial ticks to draw an icon?
  21. You can't. No. No, not even then. No, you can't. Its impossible. There are so many ways an item can leave the player's inventory that you cannot know that it even has as some of them don't fire any sort of event or notification to any other system that it has removed the item.
  22. If you want to use the same class for multiple crops you'll need to set the properties after both the seed and crop are instantiated.
  23. They told you what to do: Stop using IEnergyHandler.

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