Everything posted by Draco18s
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Works in Eclipse, not in actual client
e = EntityLivingBase.class.getDeclaredMethod("getExperiencePoints", EntityPlayer.class); That method does not exist in the obfuscated Minecraft code.
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[1.8] Rendering an item "placed" on top of a TileEntity
There's also the renderer used when the item is dropped on the ground (for most items, this will be the same as the item frame).
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Vehicles
Unfortunately, the rails handle most of the Minecart movement logic.
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[1.7.10] Get a block to drop an ore dict block
Oh, sure you could use another block from the oreDict, that'd be fine too. You just don't need to care which one.
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[1.7.10] Get a block to drop an ore dict block
Drop your own block registered with the oreDict, the translation to any other basalt is what the ore dict DOES.
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Vehicles
That's a lot all at once, I'd start with making the car and having it auto-jump one block. Like the horse.
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Making my bullet headshot
On-hit, check position vs. entity position, if in the right place, headshot. (You are unlikely to be able to check individual cubes on the mob for collision, so you'll have to approximate).
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[1.8] NBT Data not saving when world exits
Whoah whoah whoah. This is wrong on so many levels. Static is an exception to the standard use of variables, hardly common enough to "not think about" and "just throw in there!"
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[1.8][Solved] World Generation Replacing Blocks Other Than Stone
Yea, 1.8 pretty much takes the idea of "Magic Numbers" and hides them. No more block or item IDs, Entity IDs are almost irrelevant, metadata is now IBlockState...
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Network values not being evenly distributed among conduits.
Been there, done that. My last one was arranging a series of rectangles so that none of them overlapped. As an optimization, I told it to only move the rectangle (between an overlapping pair) that was farthest from the origin, and to move it in the direction closest to making it not overlap. It hit an infinite loop with a set of 3 in a specific arrangement, where the one being moved overlapped with two others both closer to the origin, and both wanting to move the interloper in opposite directions. So I had to track "lastMove" and compare with "currentMove" and if they were diametrically opposed, just make it move in the same direction as "lastMove." Then a little while later I buggered up x/z/y as x/y/z (due to a 2D vector operation accepting a 3D vector and ignoring Z when I actually wanted to ignore Y; I could refactor it, but this code editor is shite at refactoring).
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[1.7.10] Text render error!
Something's definitely wrong, and likely with your code. But with those two lines I can't immediately pick out the problem.
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[1.7.10] TileEntity Mimicing Changes on All Instances
And....what is this? this.lightValue $10 says that it's a class-level field of the parent Block class. Which is still a singleton.
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[1.7.10] TileEntity Mimicing Changes on All Instances
The hell is this? public class BlockLightEngine extends BlockContainer { int light;
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How to make blockplacing dependent on the blocks underneath?
Cool, just wanted to make sure you weren't blindly using the function thinking it did X and it actually did Y. Which is fine. It was whether or not it returned a blockPos that was 1 unit away or if it returned the offset necessary to calculate the block 1 away.
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[Solved]Is there an event thats fired when the tick is done?
Phase.Start and Phase.End (Just check for the one you're interested in)
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How to make blockplacing dependent on the blocks underneath?
Not sure if pos.down() actually offsets by 1 in the downward direction. Just double check (ctrl-click the function name). (Admittedly I haven't messed with 1.8 yet)
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[1.7.10]Block World TE and stuff
Show your code.
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How to make blockplacing dependent on the blocks underneath?
*cough* There's an "canPlaceBlockAt" function. Return false there. That's why I said "look at redstone."
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[1.7.10] How to turn off
You probably need a playerTickEvent handler. Inventory items don't update (with the exception of the armor slots, but only when the armor is actually equipped). Also, this method will break any other mod that also adds the ability to fly.
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[1.7.10] [Solved] Using Minecraft's Timer Class.
Yes. And if you'd looked at the Furnace you'd know that.
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How to change hitbox sizes on blocks?
Changing X and Z I'm not so sure. You are correct that it's fine for Y, as Fences do do that. But it doesn't work in the other two directions.
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How to make blockplacing dependent on the blocks underneath?
Is it movable by pistons? Doesn't matter if the player "must" place it, once in the world and piston-movable, the player can push it around wherever he likes. Anyway, look at blocks like BlockRail and BlockRedstone to see how they insure valid placement.
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How to change hitbox sizes on blocks?
ALERT: do not make your bounding box extend outside 1 full cube. It won't work or will behave oddly.
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[1.8]Rotating TileEntity
Ok. You have a few problems. One is not understanding how translate and rotate interact. Rotation always happens around the origin. Secondly, you haven't used the parent/child feature of ModelBase, allowing you to simplify the math by rotating the parent rather than the object directly. And oh yeah, thirdly. You can rotate the boxes directly without using glRotate.
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[1.7.10] Pumpkin texture not loading
Is your mod ID all lower case? Is your texture file name and path all lower case?
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