Everything posted by Draco18s
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[1.8][SOLVED] Running through the block/item registry?
The people who say that are people who are trying to learn Java by modding. Or more accurately, learning how to program by modding. There's a few other instances too, where I'll be more blunt or abrasive than I need to be and people take it as a personal insult. As an extreme example, I was once in an argument with a global moderator of a forum where he intentionally misquoted what I was saying in order to make his position stronger (something to the effect of taking my post about "I've never heard about [events] until after they happen" and some other bit and recombining them to say, "WHAT? You've never heard of the Steam Workshop!?"). According to the forum TOS, intentional mis-quoting was an instant ban offense. I screen-shoted it and went "WTF, dude." My post got deleted and I got a warning due to language (I had "WTF" as letters, not words, in the image), he got off scott free. Well, not exactly scott free, but he retained his position as global moderator. I contacted the community manager (not exactly a mod or admin, but someone who had the authority to slap mods upside the head for being idiots) and explained what happened. The warning was removed from my account and the mod team got a stern talking to. That forum was pretty damn toxic at the time though. Everyone would find any excuse possible to call in the mods in order to win an argument. I once got an unofficial warning (moderator posting in the thread "no personal attacks please") for saying, "That's a straw man argument, please try again."
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[1.8] Entity Not Rendering
initRenders() isn't called anywhere in code you have posted. Just because you wrote this method doesn't mean its magically called.
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[1.7.10] Creating a new thread
If your packet arrives, then the code in your packet handler runs. Ergo, your code runs if your packet is sent.
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[1.7.10][Solved] EntityItem not spawning in world
Your code is way too complicated for to me to figure out what you're even doing, much less why it is broken. That said, why the FUCK are you storing the lengths of an array in another array?
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Receive Item after eating Food
That function "onFoodEaten" will never be called. You need to create a new classthat extends ItemFood and override onFoodEaten
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[1.8] "Singularity" (Black Hole)
Every version of Thaumcraft is closed-source. There is also this thing called JD-GUI or Fernflower. ("Fernflower"?)
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[1.8][SOLVED] Running through the block/item registry?
In fact, the item registry will be better for two reasons: Some blocks don't have item forms and can never be in the inventory (except via cheats) such as water and lava. Some items correspond to more than one block, such as the sign (which in addition to not having an item block form of either Block 63 or Block 68, the item can place down either, depending on context).
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[1.8] Help with adding a new variable to every Item and Block
Again, it entirely depends on what you want to do. In this case, is an Interface a good idea? Probably not. The backpack? That might be good to expose as an interface, so if another mod wants to come along and create a HandyHaversack that holds 200 pounds of "stuff" and only "weighs" 20, they can, and your mod will treat it correctly.
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Load / Inject JAR file at runtime
That's really cool.
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[1.8] Help with adding a new variable to every Item and Block
Not at all! I was just whining about Reika Anyway, if you want a good API, figure out what needs to be exposed (any time you ask a vanilla item a question, that question and its answer are some kind of exposure) and then build things so that you're implementing your own API. Mine only works so well because I have five mods that all want to have some interaction with each other, so I intentionally planned all those things as API-accessible (a few things happen via IMC messages, other things don't). Any time I was thinking of a feature I was also thinking of it in terms of "how would I access this feature if it was someone else's mod, what kinds of things would I want to be able to do?"
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[1.8] Help with adding a new variable to every Item and Block
Yeah...
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[1.8] Help with adding a new variable to every Item and Block
Oh man. Reika changed his API at one point after I'd suffered through having to bug report (seven or eight times) his API not working correctly (his internal implementation was using Reflection to Do Stuff, and then doing that stuff wrong so that it was getting "no such method" exceptions (he couldn't even be arsed to use his own API for his own mod's recipes)) and the update completely broke my integration. I complained to him about the contractual obligation of an API and he shrugged it off saying "a lot of modders do that" and pointed to Mystcraft as an example (which from 1.6.4 to 1.7.2 overhauled nearly the entire mod, to the point at which to the player everything had changed). So I completely ripped out any code I was using to interface with RotaryCraft and said to my users, "If it works via OreDict, great! If not, too bad because I'm not fixing it." My own API has made some structural changes (most notably when I separated out "ore handling" from "general recipes"), but the bits that I moved around still exist in the old location marked as @deprecated and throw errors when executed (but it still forwards the calls to the new method and will the game will still run). Everything else has been additive: new methods, new features, and thus maintains backwards compatibility.
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[1.7.10] Update adjacent blocks when crops grow
No, that's what I did Or more specifically, I tweaked crops to grow more slowly, but also if they were the "most grown" of the crops around them, they'd forfeit their update to update one of those instead. There was still a small probability that it'd grow anyway, but due to the increased number of "ticks" and how they were distributed, it averaged things out.
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[1.7.10] Update adjacent blocks when crops grow
Its actually not a problem in this case as crops do not grow when a neighbor updates (BlockBush#onNeighborBlockChange calls super and BlockBush#checkAndDropBlock, neither of which schedule an update or call updateTick). Otherwise you could quick-grow crops by causing redstone updates near them.
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[1.7.10] Changing the volume of a sound while it is playing
I think you mean a PositionedSound that implements ITickableSound. There is no ContinuousPositionedSound
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[1.7.10] Update adjacent blocks when crops grow
I hate recommending this, but: ASM. Make a core mod and replace the 2 with a 3 (this will be relatively easy, you'd be looking for iconst_2 within that function and replacing it with iconst_3). Shieldbug's ASM Helper will make it easy to locate the method and instruction. I also have my own version of printOpcodes() which supplies better information than just the opcode (useful for going "I need to push that same parameter onto the stack....ah, I need VarInsnNode(ALOAD,1) because the existing code here has an ALOAD representing that same parameter and it's value is a 1").
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[1.7.10] Hanging Item
Wall signs are blocks. Block ID 68, specifically.
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How do I make TileEntity play specific sound every 10 seconds? [Radio] 1.7.10
The TileEnt might be important for other reasons, but yes, a block on its own can make sound (see also: note block).
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How do I make TileEntity play specific sound every 10 seconds? [Radio] 1.7.10
Try looking at the jukebox.
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Have Entity drop 1 Item from List every 10 Seconds?
An item every 10 seconds, by the way, is a lot of items. If left alone, that would be 30 items littering the ground around one of these entities, constantly, due to the 5 minute entityitem lifespan.
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Maven Repository Files 404?
Where did I get that URL? Here: http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.8.8.html It appears to be fixed now.
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[1.7.10] [SOLVED] Having trouble with glTranslateF
The reason your code doesn't do anything, HappyKiller, is because you push the matrix, create an offset, then pop the matrix all before the event notification has finished executing, so when the actual render call is made, there are no changes.
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When it is safe to add ITickableSound?
TickEvent.ClientTickEvent I push all of my ITickableSounds into a ConcurrentHashMap, which is threadsafe, then when the tick event happens, I iterate over it and start the sounds, and remove them from the map. (I should probably be using a concurrent array of some sort, but I'm not sure which variety is appropriate).
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How to register multiplayer PlayerAttackPlayer event?
http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-forge-1-6-4-1-8-eventhandler-and I found that by googling "Forge events." Decent tutorial on how to use events.
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Getting texture from block and adding overlay
Ok, I corrected it to "planks oak" but that's not the thing that cause the crash, it should load without loading that texture, the problem is in TextureAtlas class Unfortunately, whatever the problem is, the error handling is not there to tell us what's wrong. You're going to have to do some stack trace digging and examining what it is crashes, why, where that value came from, and work backwards. Took me weeks to figure a couple of errors out myself that way, having to do with the various data arrays for the mipmaps.
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