Everything posted by Draco18s
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[1.8]When item de-spawns replace it with another one.
Um.
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[1.8]When item de-spawns replace it with another one.
entityItem.getItem()? It's an entity that contains an item stack which references an item. It's not that hard.
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[1.7.10] How to stop potion effect particles from being rendered?
I'm seeing a little information that "for some potions (like invisibility) giving a negative amplifier negates the particles." There's also a command to hide them. Hmm, found someone who figured out that if you set the player's datawater's 8th object to 0, that removes particles as well: http://www.curse.com/bukkit-plugins/minecraft/removepotionparticles (Source is linked in the description)
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[1.8]When item de-spawns replace it with another one.
entityItem, of type ItemStack , will never equal Items.bread, of type Item .
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Testing with external mods
diesieben said that CoHFCore is designed so that it's API shipped with any mod that uses it. You said that if you "look at buildcraft, you'll find the CoHFCore API inside the buildcraft jar" which is quite literally what diesieben said.
- Testing with external mods
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[1.7.10] [SOLVED] TextureStitchEvent, RegisterIcon
/** * This event is fired once the texture map has loaded all textures and * stitched them together. All Icons should have there locations defined * by the time this is fired. */ Try using TextureStitchEvent.Pre
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[1.7.10] Problems using other mods in development environment
His mods don't actually depend on each other, I didn't think. Either way, yeah, his setup is a mess IMO. And yes, you could probably do that. Me, I just need the RoC api to work, and the Extractor API (which I requested and he built because I wanted to handle things differently) doesn't even work yet. I ended up basically compiling up my mod calling his API in the supposedly intended manner, and saying "Here. This calls your API. Figure out why it's crashing when I do." Ironically, the extractor requires a block input and the ore I'm trying to supply is an item, so I had to package the ore up as a block, http://vignette1.wikia.nocookie.net/reasonable-realism/images/1/10/Grid_Hard_Ore.png/revision/latest?cb=20150419190850[/img], and just give it the right ore dict name ("oreIron" etc). I can't oreDict the actual ore that way, because it's worth an amount of ore dependent on its metadata, not "1 ingot" and the Extractor API runs off oreDict names, not item stacks. (That graphic doesn't read well on white, and I can't change the background color of the post behind it...make it a link, there, ha, make the browser do my work for me. Basically, I didn't know what to make a "stack of 9" look like as a block, so I made it a storage cube with the item graphic drawn inside as crossed squares, like the example in the multiple pass blocks tutorial).
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[1.7.10] [Solved] Structures won't generate in custom dimension...
int x1 = chunkX + rand.nextInt(16)+8; int z1 = chunkZ + rand.nextInt(16)+8; Bad code monkey, no cookie. You just told it you don't want to generate in this chunk but rather that chunk over there. A chunk is only 16 blocks wide, why the hell are you adding 8? That said, here's your problem: place = false; if(place){ //setBlock() }
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[1.8] Generating new block types in existing (pre-generated) worlds
This is true.
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[1.8] Generating new block types in existing (pre-generated) worlds
Note: Chunk load/unload is threaded. Be sure to use a thread-safe HashTable ( ConcurrentHashMap I know exists, so there's likely a ConcurrentHashTable as well).
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Testing with external mods
CoFHCore, I believe, is also more than a library. That is: it makes changes to Vanilla. Say...by disabling wither skull drops.
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[1.8] Generating new block types in existing (pre-generated) worlds
NBT is key->value. Don't know, or don't use, the key? You don't get the value.
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[1.8] [UNSOLVED] Creating wearable armor?
It's a fucking item. Call its constructor the same place and the same time as you call the constructors for all your other items. And its parameter types are clearly listed, especially if you follow the super constructor and actually LOOK at ItemArmor. ArmorMaterial, armorType (what slot it goes in), and renderID. Hint: You will need to define a new ArmorMaterial.
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[1.8] Generating new block types in existing (pre-generated) worlds
Those events have a getData() method which returns, unsurprisingly, the chunk's NBT data.
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Random Coordinates Near Player Not Working Correctly
int l3 = i3 * 16 + i2; int i4 = k3 * 16 + k2; j1 = j1 * 3 + 0x3c6ef35f; int j4 = j1 >> 2; int k4 = j4 & 0xf; int l4 = j4 >> 8 & 0xf; int i5 = k4 + l3; int j5 = l4 + i4; Hold on. Is that a pseudo-random number generator? Why? Why for the love of god did you write your own RNG and then supply it with inputs that were already random?
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[1.8]Custom crop set the amount of seeds droped when break ??
Might want to start doing that. Eclipse has a nice feature called "open type hierarchy."
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[1.8] Generating new block types in existing (pre-generated) worlds
ChunkDataEvent.Save ChunkDataEvent.Load
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[1.8.1] How does this work?
- [1.8.1] How does this work?
No, I did not. I assume I run this in the command prompt inside my mod folder? Uh huh. Like it says in the readme. (though you'll want setupDecompWorkspace, rather than the readme's setupDevWorkspace)- BlockFluidClassic does not work on servers?
Didn't include enough of the crash report to say that that class is the problem. Because I don't see EnumWorldBlockLayer as being A Thing That Exists, nor used anywhere in the BlockFluidClassic hierarchy.- Testing with external mods
You mean MyMachine extends TileEntity implements ISomeAPIInterface ? Does the machine always exist, even if the external mod that supplies the interface isn't loaded? Does the machine even work in that case? by which I mean, if the API is included, but the mod it is for doesn't exist, can the machine be used meaningfully?- [1.7.10] Problems using other mods in development environment
Well. Yeah. They're dev builds. Reika does not supply dev builds of his mods, only universal. So that is no-go for me.- Testing with external mods
Only if you're stupid and do it wrong by not hiding the code inside its own class, which is only instantiated/referenced behind an if(Loader.isModLoaded("buildcraft") check.- Testing with external mods
Is it specially created or what? Because i don't have it after building workspace... I think you have to add it manually. Create the folder, then right-click on basically anything in the project layout (the package list, external jars, etc.) and go to build path -> configure build path. In the tab (sources?) you can add another folder and point it at /api/java and /api/resources. IIRC - [1.8.1] How does this work?
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