Everything posted by Draco18s
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[SOLVED][1.7.10] Tile Entity NBT not saving
Well, your read/write methods are saving sides and the energy, but not anything else. I also wouldn't trust "sides" to be sufficiently unique to avoid collision with something else. As for your log method, try using System.out.println() instead, I am not sure what the LogHelper class is and how it works, but a line printed directly to the console should show up.
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[1.8.9] Rendering items inside item.
And this is why I haven't updated any of my mods. <3
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[1.8.9] Changing the Values of Bow Damage
Just to jump in real quick. While not required, there are totally legitimate reasons to do untyped code blocks. I was working on something just the other week where I wanted to tab stuff in just to reduce the mental gymnastics necessary to understand what it was doing, and the IDE kept untabbing it, so I said "fuck it, code block." Incidentally, code blocks also add another level of local scope. int v = 1; { int v = 2; System.out.println("v is " + v); //prints 2 }
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[SOLVED][1.7.10] Tile Entity NBT not saving
Yeah, do that. Without it your post is useless and we can't help you. You may as well have waited to post until you got home.
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[1.7.10] Entity Explosion Is Only Visual, No Block Are Registered As Broken
Turns out I misremembered something. doExplosionB(bool) is what actually destroys the blocks, there's no flag for it, it just does it.
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Losing inventory on world close
[quote name="UberAffe" post="193884" timestamp="1455814549"] So you can only have one NBTTagCompound or NBTTagList per nest level? [/quote] Incorrect. NBTTagCompound is a dictionary. You can only have one object [i]with a given name[/i]. Both of these are using the same name: [code nbt.setTag(RefStrings.TAGLIST, list); nbt.setInteger(RefStrings.TAGLIST, count); I'm sure the others are, too.
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[1.7.10] Entity Explosion Is Only Visual, No Block Are Registered As Broken
There is also a parameter to the explosion function that means "destroy blocks: true"
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Where can I find the Javadoc for 1.8.9?
I'll be honest, I haven't looked at the newer files. I just know that it was that way for friggin' ages (I pulled that from 1291, the latest 1.7.10 version I have).
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[1.7.10] Regeneration Effect on Custom Armor
...because, right now, you're adding the effect every tick and Regen specifically wants to know how long the potion has left in order to do any healing. Because it does this: if(timeLeft % 10 == 1) { heal(); }
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Where can I find the Javadoc for 1.8.9?
It says "dev" and should say "decomp." They've never changed it, as far as I know.
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[1.7.10] ForgeGrandle - Meta Block Problem with Call Texture
You forgot your mod ID in your registerBlockIcons method.
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Where can I find the Javadoc for 1.8.9?
setupDecompWorkspace gives you the source, setupDevWorkspace doesn't. Yes, thank you. That's not what I said is it? THAT is what I was referring to.
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[1.8] Creating a coremod
If it is just private field members, then use Reflection.
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[1.7.10]How do I make a block suck in entities?
Alert: supplied code is 1.8ish. 1.7.10 does not require IUpdatePlayerListBox and all pos and Blockpos objects should be some variant of x , posx , or xCoord .
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[1.8.9] Crop isnt growing properly [UNSOLVED]
@Override protected boolean canPlaceBlockOn(Block block) { return block == Blocks.farmland; } And what do you think this does when you go to place the next block?
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[1.8] Creating a coremod
TL;DR: Don't You should be able to accomplish this with the event system, although your biggest problem (regardless of what you do, codewise) is going to be doing the actual animations and rendering them. But on the off-chance that the events fired are not sufficient for this, creating a coremod is a huge, huge headache. You thought coding animations was hard? Coding ASM is much harder. Here's an example: private void patch(ClassNode classNode) { MethodNode method = ASMHelper.findMethod(classNode, "func_149674_a", VOID_TYPE, WORLD_TYPE, INT_TYPE, INT_TYPE, INT_TYPE, RANDOM_TYPE); InsnList patch = new InsnList(); AbstractInsnNode absNode = findLast(RETURN, method.instructions); patch.add(new VarInsnNode(ALOAD, 1)); patch.add(new VarInsnNode(ILOAD, 2)); patch.add(new VarInsnNode(ILOAD, 3)); patch.add(new VarInsnNode(ILOAD, 4)); patch.add(new MethodInsnNode(INVOKESTATIC, "com/draco18s/hardlibcore/asm/HardLibPatcher", "eventFunc", getMethodDescriptor(VOID_TYPE, WORLD_TYPE, INT_TYPE, INT_TYPE, INT_TYPE))); method.instructions.insertBefore(absNode, patch); } I only changed the names of the methods in order to opaque the point of the patch. Can you figure out what it does?
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Extending Base Blocks
Not sure how the classing is done, but at the block-ID point (its possible they use the same class, the way redstone (and a few other blocks) ore do), wall and floor signs are two different blocks.
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[1.8] Custom p-plate does not see POWERED state on client
He's already doing what you said.
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Where can I find the Javadoc for 1.8.9?
I've complained before that the guide says "setupDecompWorkspace" and not dev, but whoever is in charge of that file hasn't bothered changing it.
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[1.7.10] Prevent player from joining server when a certain mod is installed?
The client is a lying, cheating bastard. If Cheat Essentials doesn't report itself to the server as being installed, you can't do a damn thing about it.
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[1.8] [SOLVED] Render a gradient rectangle in the world
Use a white texture with alpha.
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[1.8.9] Block Render Questions
Pretty sure those diagonal side faces are cheated. That is: they're still squares with fully transparent pixels.
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[1.8] Durability Bar is behaving very weird
Its supposed to work like that. Vanilla tools that have not been used show a full durability bar. Their damage is 0/XXX . When its used up (no bar left), damage is XXX/XXX .
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[1.8.9] Multiblocks structures and OBJ models: is it possible?
Your invisible blocks should also be transparent, so the model gets light.
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[1.8] Durability Bar is behaving very weird
Yes, it's backwards. Just do 1 - whatever
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