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Everything posted by Draco18s
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By the way, by padding those strings with spaces, this item MUST be constructed in the middle column of the crafting table. This is not usually how crafting recipes work.
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How Do you make a log block in minecraft 1.16.1
Draco18s replied to Ducky Coder's topic in Modder Support
You put new SomeBlockClass(/*whatever parameters*/) -
[1.15.2/1.16.2] 5^3 models, or there's a more sane way?
Draco18s replied to ZigTheHedge's topic in Modder Support
125 states isn't that many. If you're concerned over having to create that many files yourself...dude, data generators are a thing. -
How to add "How to train your dragon" Mod
Draco18s replied to blakeas's topic in Support & Bug Reports
Lets check the version numbers. You need a different version of Forge. -
Honestly, I'd do this by generating override recipe json files. I haven't messed with the recipe registry since 1.12 (and I was dealing with maybe four different recipes that I wanted to target).
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You don't need reflection for this, ForgeRegistries.ITEMS exposes an enumerator you can iterate over just fine.
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https://www.eclipse.org/community/eclipse_newsletter/2017/june/article1.php#:~:text=Breakpoints,double-click on this position.
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Because decompilation and floating point error. 0.6 is not representable in binary. https://www.h-schmidt.net/FloatConverter/IEEE754.html
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Does net.minecraftforge.common.IExtendedEntityProperties Still exist?
Draco18s replied to Solarient's topic in Modder Support
No, its been replaced by Capabilities. https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a -
[1.14.4] Create a crafting tile entity + gui
Draco18s replied to BlockyPenguin's topic in Modder Support
If your goal is to reduce the fetching time of CauldronRecipe.getAllCauldronRecipes(); Would you rather: (a) do it every time a new TileEntity is created (b) once, ever Its not like the recipes change or are otherwise unique per cauldron... -
tileEntity.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY);
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This: Because it has no source it ceases to exist because it has no source. Each block in a water stream has a "depth" level and each block looks at the blocks around it and says, "what should my depth be? If I am next to a source block, 8, otherwise 1 less than the maximum I see around me." You placing a non-source block into the world does this check and finds that its depth should be 0. Depth 0 is air. It sets itself to air. Because each one sees an adjacent water block with a depth value and each one decrements their depth value by 1 each tick.
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Try running the Clean task and rerunning it.
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It probably has a SRG name that hasn't been made human friendly because MCP is dead and MMMS isn't ready yet.
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Flowing water is not a water source block. As such, it has no source, and evaporates.
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Because the method isn't annotated as @NonNull. And this is because before SetRegistryName is called, it will return null, but once the game's running you can be sure that no registry name will ever be null. This is a case of being unable to tell the compiler that we don't need the check in a way that the compiler will be able to understand.
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Dude, create a field to hold a reference to your boots. Don't string compare! Also, the registry name will never be null. Trying to register an item with a null registry name throws an error.
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I've literally done this before. https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/industry/block/RailBridgeBlock.java#L71 I'm not overriding a vanilla block to do it, but I've still conditionally given a block a collision volume.
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But you're only doing it for the block at a given position.
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Block.Properties#doesNotBlockMovement()
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[1.14.4] Create a crafting tile entity + gui
Draco18s replied to BlockyPenguin's topic in Modder Support
for(int i = 0; i <= ingredients.length; i++) { Ingredient ingredient = ingredients[i]; if(!ingredient.test(inv.getStackInSlot(i))) { return false; } } Only one false matters. The problem with your original code was that you weren't using i as your index, but 0. When you changed it to i you also screwed with the boolean check and return values. -
Ok, so it has a FACING property. Facings can be rotated. If the front is towards you, then the left side is the side that is rotated around Y clockwise.
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Answer this question: What do you mean by left side? If you walk around to the opposite side and turn around, left and right have swapped places.
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(1.16.1) How to add another texture layer to chestplate
Draco18s replied to iSyriux's topic in Modder Support
Use git properly. https://www.softwarelab.it/2018/10/12/adding-an-existing-project-to-github-using-the-command-line/