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Draco18s

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Everything posted by Draco18s

  1. That depends. What is UnLogicII.coal_gun ?
  2. Diamond enchantability is lower than iron, presumably, because it's also the most efficient and most durable already. As for efficiency, yes, it's just an increase with each tier with gold being super fast and super enchantable so that it's actually useful (and still no one uses it).
  3. 1) Your block is configured to be replaceable (look at Snow_Layer and Tall_Grass) which it should not be. 2) By not having a collision volume for raytracing, the game doesn't see your block for the purposes of interaction. Water, lava, and air (along with most other fluids) are like this because you shouldn't be prevented from acting when inside these non-solid blocks.
  4. The fastest way to do it would be to access the chunk's extendedblockstorage arrays directly. Build the structure, then in a last-pass do a standard setBlock() somewhere (possibly several?) to update the lighting once, rather than after every block.
  5. I've seen this when the dedicated server is in offline mode and a client connects. There's an internet connection, but the server (having the server.properties file say that it's offline) just doesn't fetch the UUIDs. Keybounce has his server set up that way so that for storytelling purposes he can do name-changes and have "NPCs" for a Youtube series he's doing. The official name-change service is not sufficient (requiring a 30 day wait between changes!) That is: the client sends a valid UUID that Mojang recognizes, but the server can't find a player with that UUID.
  6. For players, uuid is always and everywhere the same, get uuid and get player: UUID uuid = EntityPlayer.func_146094_a(player.getGameProfile()); EntityPlayer p = world.func_152378_a(uuid); For entities: entity.getUniqueID() or entity.getPersistentID() For entity getters, you will need to loop through loaded entities and check if uuid matches... I'll just point out that this doesn't work for servers that are in Offline mode, because it doesn't retrieve UUIDs from Mojang. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291999-unique-artifacts-powerful-randomly-generated-items?comment=1408
  7. No. They are not. In 1.7 its just a byte value and it has no meaning other than what the code does with it. In 1.8, its stored the same way (as a byte value) but translated into an enum by the code.
  8. Yes. Render multiple passes and return different values. https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/item/ItemArtifact.java#L106-147
  9. By "during play" do you mean "the player activates an item/places a block/does a thing" or something else?
  10. http://www.minecraftforge.net/forum/index.php/topic,22764.0.html
  11. You don't need a custom entity for this. https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/item/ItemArtifact.java#L366
  12. Actually it does. Just not most of the time. How do you think the boat item works?
  13. Hover over it and get your IDE to prompt you with hints. Or import manually.
  14. public void onBucketFill(FillBucketEvent event) { Uh. There's something missing here...
  15. You...don't understand how ModelResourceLocation works, do you? The first parameter is the MODID, the second parameter is the filename. You're adding the item's unlocalized name to the wrong part. Also, setTextureName() and getTextureName() are things. No need to substring the unlocalized name. I blame Pahmir.
  16. The vanilla behavior is: Always replace on metadata / BlockState change. Forge gives you the possibility to change it. Yes, fine, but why does forge supply the default that it does? e.g. inconsistent with prior behavior.
  17. Makes me wonder why Forge doesn't patch that. Unless this behavior is the patch, in which case, I question someone's sanity.
  18. Ah, for specific types. Ok, then yeah. I was thinking more like "wool and planks" not "torches."
  19. Question: Why do you loop through the entire structure, placing only the non-meta blocks, then loop through the whole structure a second time for meta blocks? Why not do both in the same pass?
  20. Uh, worldgen, or some other time? Because generating a whole chunk is 16,384 blocks just to get to sealevel.
  21. Thanks diesieben. I found you answering this question for 1.7.2, but the EPMP class wasn't mentioned and for some reason Eclipse absolutely did not want to raw-text-search the project (with working sets I can usually get it to locate things, last night though it just failed). Now I can get my pseudo "two requirements" hack to work properly. While a single player playing alone would be forced to get things in order, not having to craft a furnace made it possible to skip one. It's just for visual awesomeness anyway, the invisible achievement still shows up in the chat log.
  22. As title. I can't seem to figure out where in god's name the right function is. I can see "hasAchievementUnlocked" in the Methods.csv but I can't locate a single item in the entire Minecraft codebase that has that name.
  23. It's the effective humidity of the biome. Deserts are dry, jungles are wet. The canonical range is 0 to 1, but is technically unbounded. I've gone in an fiddled with levers and made the nether biomes negative and pushed the wet biomes up as high as 2 with no undo effects (technically speaking, there is a clamp on the values--between 0 and 1, I think--for when it uses them to get grass and leaf colors). I would roughly approximate the rainfall value as "that value + 1" in inches of rain per month, ignoring the Minecraftian "the entire world has the same weather state" effect. It's not entirely accurate, but its the translation I've used for my own mod, and no one has a good concept of how much rain their Real World location gets every month anyway. Temperature, by the way, roughly approximates 0.1°MCU (Minecraft Units) = 10°F. Freezing weather in Minecraft is right at 0.2°MCU which is pretty darn close to the Fahrenheit scale, although some biomes (cough, desert, cough) are artificially high or low so that the grass color matches the desired hue. Temperature canonically ranges from -0.5 to 2. Again, they're clamped for rendering the color, but I haven't figured out how. 0-2, I assume, but there might be some value transformation prior to that to account for the preternaturally cold regions with negative temps.
  24. www.minecraftforge.net/wiki/Multiple_Pass_Render_Blocks

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