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Draco18s

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Everything posted by Draco18s

  1. config = new Configuration(event.getSuggestedConfigurationFile());
  2. Use [code ] tags, please.
  3. 1) you can't edit bar classes 2) you don't need to, you may need to create a custom dispenser behavior and add it to the dictionary.
  4. Read: MCAnimator is crap. It makes all kinds of assumptions which end up being false. You fix this problem and another will pop up else where. I tried once to fix it and I could not. The animation code is just too complex and too buggy.
  5. Not to contradict you, Lex, but 11.14.4.1577 is the most recent version of Forge for MC1.8 (not MC1.8..
  6. As I said, they render rotation based on age. A brand new entity item has a slightly random age. As for an example, https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/entity/TileEntityDisplayPedestal.java When there is an item in the inventory, it creates an EntityItem (which is rendered with the standard EntityRenderer when the TE's model renders, with some GL_rotates so that it lays flat) and sets its age and rotation to 0.
  7. Entity items have rotation applied based on their age. I suggest you create a static entity item rather than creating a new one every frame, and manually forcing its age to 0.
  8. MCAnimator. There's your problem. The animation system exported by MCAnimator is rife with problems. You will not be able to fix this on your own.
  9. Have you registered your item/block renderer?
  10. A hahaha. Hahaha. That's funny. Enjoy your banishment, diesieben07 is a mod and Lux isn't likely to override the decision, rather he'll agree with it. Your better off posting the files. No one is going to steal your code, if that's what you're worried about.
  11. Perfect. I spoke up about it as I know that other mods did something similar as you had done, checking "is overworld" rather than "is not nether, end"
  12. Oh, that's handy. How good is the (apparent) randomness? I went to a lot of work in a 1.7 mod to make it look random across all three dimensions (that is, make the pattern length longer than the players ability to find it). Obviously the number of unique textures plays an important part, I used nine.
  13. That should work, but it still won't generate in a Mystcraft dimension.
  14. Followed by: switch(world.provider.dimensionId) { //case 0 = Overworld case 0: generateSurface(world, random, chunkX*16,chunkZ*16); break; //case 0 = Nether case -1: generateSurface(world, random, chunkX*16,chunkZ*16); break; //case 0 = End case 1: generateSurface(world, random, chunkX*16,chunkZ*16); break; } } What happens when dimension 47 generates and is an overworld clone? The reason I mentioned the other dimensions was not so you would run your code on the nether and the end (which, by the way, is pointless as the savanna never shows up in either of those) but so that you would add a default case so that it could handle ANY mod-added dimension.
  15. The "7" is essentially a "magic number" that was compiled from an reference constant to its literal value (and thus lost during decompilation). It's the value that tells OpenGL to render quads: OpenGL.GL_QUADS
  16. See, it helps if you actually look at the BiomeGenBase class. public static final BiomeGenBase savanna = (new BiomeGenSavanna(35)).setColor(12431967).setBiomeName("Savanna").setTemperatureRainfall(1.2F, 0.0F).setDisableRain().setHeight(height_LowPlains); public static final BiomeGenBase savannaPlateau = (new BiomeGenSavanna(36)).setColor(10984804).setBiomeName("Savanna Plateau").setTemperatureRainfall(1.0F, 0.0F).setDisableRain().setHeight(height_HighPlateaus); "Savanna" will never equal "Savannah" Second, there's a public static reference right there you can compare to without having to do string comparison (which is expensive). Third, it is possible for the savanna biome to show up in dimensions other than the overworld, e.g. Mystcraft ages. You should let your ore generate in all dimensions as long as the biome check is valid.
  17. I think that would also cause farmland to never get wet either.
  18. Dude, the old mappings aren't yours to sell.
  19. Fuck if we know. You didn't give us any code.
  20. The colorization just means you need a white png that acts as the gradient, and then you use gl_Color to give it a color. And drawing a thin cuboid is going to be just as hard as drawing a single quad: you still need the 4 important corners. This might help with finding the quads.
  21. I think you can accomplish this with the onEntityUpdate method available in the item class. You'd have to proactively check for water, though.
  22. Well, you're still going to be drawing quads in all likelihood. Just that you need a texture on those quads to give you the gradient. You're not going to get the gradient effect without the texture (or a hell of a lot of work).

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