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Draco18s

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Everything posted by Draco18s

  1. It's called metadata. new ItemStack(Blocks.leaves, 1, meta)
  2. Draco18s replied to Ne0NAfr0's topic in Modder Support
    Ah, yes. That would be better in this case.
  3. Draco18s replied to Ne0NAfr0's topic in Modder Support
    You need to save the information to the item stacks's nbt
  4. It isn't literally called "sendAFuckingPacket" but yes.
  5. MainMod.networkHandler.sendAFuckingPacket()
  6. ....you mean like length() - 5?
  7. I apologize, I'm on a tablet and didn't see the link. Edit: For the love. Read your fucking error. distillery#inventory not found. What so I find when I look at your distillery json? No inventory definition. Also, your package layout it terrible. Your block classes aren't in ijat.blocks, they're in ijat.ctafting
  8. ...and where are your json files?
  9. Its just vector math. This is the closest code I have that does what you need, but it is going to be in a different language. http://answers.unity3d.com/answers/1065843/view.html You'll want to look at the function starting on line 108, which takes in two Vec3 positions and calculates a camera facing quad.
  10. Do you have any custom TextureAtlasSprite classes?
  11. A lot has changed, yes, what I was getting at was that starting a mod hasn't changed a whole lot. You're going to have to relearn a lot of systems, but as long as you know what you're doing you can figure out where your knowledge breaks down and how to find the new answer.
  12. Well, mcp is basically gone, but getting stayed is still somewhat the same. 1) download Forge and unzip into a folder 2) install; either use the command line or create a batch file. Run gradlew setupDecompWorkspace eclipse 3) point Eclipse at the created eclipse folder A base mod file will look 90% the same, except for the annotations and event names.
  13. Well, if the player is moving in the negative-X direction.....
  14. Because the position is a float, using == will almost never be true. It especially doesn't help that timing will be less than perfect, so you need to have a tolerance allowance. It would be better to check for having passed the desired location and aborting as soon as it is detected. If you've ever tried to position yourself exactly in the center of a block yourself, you would know how tricky it is to be exact with key input.
  15. The difference is called a subclass. The reason we use Item and Block is because we don't actually care about the subclass 99% of the time, so it makes things cleaner. The only reason you'd use ItemBucket (etc) is if you are doing a lot of casting from simple type to specific subtype. For example if you really really wanted to you could just use Object instead. But you'll find yourself doing a whole lotta casting.
  16. If you are referring to the declaration in your main mod file, Item is sufficient. It is unlikely you will be directly referencing the ItemBucket methods not present in Item anywhere in your code except inside your bucket. But if you do, you can just cast it to a local variable anyway.
  17. Then I'm confused. What are you trying to accomplish? And I don't mean "get the virtual chest GUI."
  18. I don't think worlds (saves) have UUIDs. Why?
  19. Oh geeze. https://github.com/Sudwood/AdvancedUtilities/blob/master/java/com/sudwood/advancedutilities/tileentity/TileEntityWoodenCrate.java#L48-L51 Don't do that. Just return 64.
  20. Declaration vs. Initialization vs. Assignment. Basic Java. Basic programming, really (although various languages will separate things a little farther, such as C* having separate declaration and definitions for functions).
  21. Your best bet might actually be to look at the hopper.
  22. mercury_block_static = new BlockFluidClassic(mercury_block_static Uh. You're passing the block you haven't yet created to the constructor of said block. At best you're passing null.
  23. I think he does want to examine the virtual-chest lookups from other mods. Short answer is: You won't be able to. Every one of those mods likely does things slightly differently, even if they all use IExtendedEntityProperties to store the data.

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