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Draco18s

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Everything posted by Draco18s

  1. The invisible blocks are every real block in your multiblock structure.
  2. Do you know how to examine an object to locate properties?
  3. "That one cube right there" cannot be achieved via TintIndex or any other Block method.
  4. Packet handlers have a message context that includes the player the packet came from. Done.
  5. You know what imports do, too, right?
  6. I still do not understand that mark dirty function. CoolAlias might have to hop in and help you, because from here it looks like that method is erasing the inventory contents, not saving them. Similarly, it isn't calling super().
  7. Because I am intimately familiar with the Twilight Forest...mind explaining?
  8. By "block " do you mean "all stone everywhere" or "that one cube right there"?
  9. Look for multipass rendered blocks.
  10. Should be able to render the overlay with a different color multiplier, but it might not be the most straight forward thing.
  11. It would be easier to draw a transparent quad manually.
  12. A couple other potions have a "waver" or transition period at certain values (night vision kind of blinks at less than 20-40 ticks, I forget the exact value). I actually utilize that for a smoke block, forcing the player's remaining blindness amount to be 18 ticks. Gives a vision radius of about 8-12 blocks rather than the typical 4.
  13. How about you use Jump to Declaration and look at their implementation?
  14. Draco18s replied to yotmam12's topic in Modder Support
    This will never be true: if (playerIn.inventory.getStackInSlot(i) == new ItemStack(checking, OreDictionary.WILDCARD_VALUE)) You can't compare itemstacks that way.
  15. That is indeed the function you want to change. I don't know what it is you want the function to do, but yep, that's the function.
  16. https://www.opengl.org/wiki/Blending#Blend_Color
  17. That's because you are applying the potion effect every tick. If you knew how Regeneration worked, you would see the problem immediately. Regeneration heals the player when the time remaining % 10 equals 0.
  18. Welll...what does SlotSCTile have to say about it?
  19. 1) That is not what Mark Dirty is supposed to be doing. 2) That function utterly deletes the entire contained inventory. Good jorb. 3) Never, ever, EVER call writeToNBT yourself.
  20. Of you don't know, make it 0,0 and run the game, mousing around until you find it. (That said: top left)
  21. Take a look at my code sometime. I don't so things the best, objectively. But the class layout is more standard. https://github.com/Draco18s/Artifacts/tree/master/main/java/com/draco18s/artifacts/
  22. Basically: Nope! Once a stack has NBT, even if identical, vanilla won't merge the stacks. You're going to need to hack deep into the ItemStack class and find where it happens.

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