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Draco18s

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Everything posted by Draco18s

  1. Of you don't know, make it 0,0 and run the game, mousing around until you find it. (That said: top left)
  2. 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/
  3. 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.
  4. http://minecraft.gamepedia.com/Leaves#Data_values Its a little hard to read now, but IIRC the 4th bit of metadata is a 1 when the block is player-placed. Actively decaying isn't an easy thing to check. There is leaves that will be checked for decay and leaves that won't be checked for decay. If they're checked and the check fails, the leaves are removed.
  5. The numbers after the index++ are the location of the slot on screen.
  6. The gui id is the integer 1 in the opengui call.that other method is badly named as does not do what it is called, nor have you shown what you use it for.
  7. Ew. There is no reason to combine them.
  8. While I'm pretty sure all of those are correct, you know you can do things like: this.worldObj.getTileEntity(xCoord+ForgeDirection.UP.offsetX, yCoord+ForgeDirection.UP.offsetY, zCoord+ForgeDirection.UP.offsetZ) That said, it looks like you're incorrectly doing your NSEW connections when you render.
  9. Firstly, that global variable means that all guns, in all player's inventories, will have the same loaded/unloaded status. Don't do that. Second What? First you say that you don't want it to shoot on the second right-click, then you say you want the second right click to shoot. Make up your mind.
  10. Note that this is an iron bar. Checking for a block is a tad bit more complicated. You have to reference Blocks.iron_ore and use ... Item.getItemFromBlock() IIRC to convert it to the item form (that's the method name, I just forget if it is a static method on Item, Items, Block, or Blocks).
  11. That is in fact where you should look. The method used has a whole ton of parameters you can exploit to get all kinds of information.
  12. Just to check: You know your ore is only generating in the nether, right? And WorldgenMinable only replaces stone, right?
  13. 1) You need a tile entity 2) Store the item stack in the tile entity 3) Render the stored item stack as part of the TESR
  14. Question as stated makes no sense. What are you making? Does the block change model regardless of where the player is? What does it look like if there are no players?
  15. This all dates back to Minecraft being an arse with the inventory render system such that the left side visible is Z-pos (south) but had facing blocks use meta:0 as default being Z-neg (north) and having to do workaround nonsense to render them correctly. Makes it a right headache for us modders (I had a block that needed an overlay based on world state to be rendered, so I created a fake block (prerendered overlay) to use as the inventory version, and had to orient the faces differently so that the front was on the visible face).
  16. Question for you: does it persist across the save-load boundary?
  17. Not a pure guess. I guessed, looked at his block (labeled container) and it wasn't there.
  18. You will need ASM. Alternatively you can try basing your mood off of AppleCore (which does that for you) and hiking into the appropriate events.
  19. You do not have an onBlockActivated method telling the game to open the gui
  20. That happens because the raycast is occurring before the block is actually removed.
  21. Mob == Entities TileEntities => Chest, Furnace, etc and not what you want

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