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Draco18s

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Everything posted by Draco18s

  1. 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.
  2. 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.
  3. ALERT: do not make your bounding box extend outside 1 full cube. It won't work or will behave oddly.
  4. 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.
  5. Is your mod ID all lower case? Is your texture file name and path all lower case?
  6. And only on servers not in offline mode. (Development dedicated server defaults to offline).
  7. This is what I get for posting from my tablet from a friend's house while playing Pathfinder. \o/
  8. Same with your items.
  9. Long story short, take this section: while(this.energyContained > 0 && RedstoneHelper.isPoweredByRedstone(this.worldObj, this.getPos())){ //this Energy.tryMoveEnergy(this, (EntityPlayer) entities.get(i), 1); try { //this TimeUnit.MILLISECONDS.sleep(1); //this } catch(InterruptedException e){} //this } Remove both the sleep and the loop. The "onUpdate" is already a loop and already causes a delay. That's what "onUpdate" does, it runs once-every-timeunit.
  10. TileEntityAnvil in net.minecraft.tileentity
  11. Then something doesn't match. Check those file extensions. PNG or png?
  12. Note: Brewing recipes are not for the faint of heart. Anvil recipes on the other hand are stupid easy because the output is the (first) input and its class defines the second input.
  13. public void registerIcons(IIconRegister reg){ this.itemIcon = reg.registerIcon("BetterArmourAndTools:modIngot"); } "BetterArmourAndTools" is NOT ALL LOWER CASE, like your folder is. Ditto the item name ("modIngot")
  14. Spoilers, much?
  15. Did you spawn it client side or server side?
  16. You could also cache the result (which item slot and what item). If that item slot has the item, no need for an OreDict lookup. If not, check the rest of the inventory for that item. If that fails (or the cache was null), you OreDict check the whole inventory.
  17. What on earth are you needing to do that for?
  18. Note: Getting the light value for the current block's location and the block is opaque will return 0 because the block is opaque. You will need to get the light levels for the six surrounding blocks instead.
  19. Null pointer exception on line 1.
  20. An array is a simple enough object that you can iterate over to access each element with a unique index and strings are savable. So yes.
  21. I'll note that you might be able to get vanilla to render an item by creating an EntityItem and telling the rederer to render it. (No need to spawn it in the world). It'll have more overhead than some other solutions, but it's a straightforward way to get the existing systems to do what you want as long as you can supply the necessary object. It's how I did it for a display case like block in 1.7.10 and I'd wager that it'd still work in 1.8, due to the ease of creating an EntityItem and the fact that such entities need to be independently rendered (like all entities).
  22. Pretty sure every mob defines its own attack. Why don't you take a look?
  23. P.sure you need to do something like extend EntityMob and give it something to do ( tasks ).
  24. First attempt: You could just cancel the event (prevents the pickup) and kill ( setDead ) the entity. Second attempt: That is not how you compare item stacks. And also what I said about the first attempt.

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