Everything posted by Draco18s
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[1.7.10] Significant frame rate drop when looking at block with custom model..
It's this. You're causing Minecraft to load the texture from disk and reallocate memory for it (and then immediately discard it) every frame.
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[1.8] Sword Projectile (Need Help)
How would I do that? http://en.wikipedia.org/wiki/Method_overriding
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[Solved] How to make this per-block
Well I can tell you right now that this: @Override public void updateEntity() { this.moveEye(); } @SideOnly(Side.CLIENT) public void moveEye() { //... } Will crash the dedicated server.
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Feasibility of "Blackboard" Mod idea
...and rather than sending the data when the typer hits "done" you send it immediately as soon as it changes.
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[1.8]ItemBlock crash
Ah, I know what it is. You need to have a constructor that takes a block in its constructor, because the method is called via Reflection and Forge doesn't know that you've given a 0-parameter constructor and passed the block yourself. In other words: you thought you were being clever and instead Forge is saying, "no you idiot, that's bad!" public ItemBlockCoalGun(Block b) { super(b); setMaxStackSize(1); setUnlocalizedName("coal_gun"); } It's to insure that the Block you're registering the ItemBlock for is actually passed to the ItemBlock class.
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[1.8]ItemBlock crash
That depends. What is UnLogicII.coal_gun ?
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ToolMaterial Balancing/Opinion Question
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).
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[1.7.10] Invisible block
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.
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How many blocks per tick max is recommended for custom structure generation?
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.
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[1.7.10] NBT persistent saving issue - adding additional player data
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.
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[1.7.10] NBT persistent saving issue - adding additional player data
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
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Manually changing item IDs
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.
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[1.7.10] Coloring specific parts of an item?
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
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How many blocks per tick max is recommended for custom structure generation?
By "during play" do you mean "the player activates an item/places a block/does a thing" or something else?
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[1.8] Item onUpdate tick. [Solved]
http://www.minecraftforge.net/forum/index.php/topic,22764.0.html
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[1.7.10] Changing a dropped item when it comes in contact with a fluid?
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
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[1.7.10] Changing a dropped item when it comes in contact with a fluid?
Actually it does. Just not most of the time. How do you think the boat item works?
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New to modding - print to console
Hover over it and get your IDE to prompt you with hints. Or import manually.
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[1.7.10] [SOLVED] Picking up a custom fluid with a vanilla bucket?
public void onBucketFill(FillBucketEvent event) { Uh. There's something missing here...
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[1.8] More than 1 texture for item [Solved]
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.
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[1.8] Tile entity deletes itself on block state change [SOLVED, NEW PROBLEM]
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.
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[1.8] Tile entity deletes itself on block state change [SOLVED, NEW PROBLEM]
Makes me wonder why Forge doesn't patch that. Unless this behavior is the patch, in which case, I question someone's sanity.
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How many blocks per tick max is recommended for custom structure generation?
Ah, for specific types. Ok, then yeah. I was thinking more like "wool and planks" not "torches."
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How many blocks per tick max is recommended for custom structure generation?
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?
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How many blocks per tick max is recommended for custom structure generation?
Uh, worldgen, or some other time? Because generating a whole chunk is 16,384 blocks just to get to sealevel.
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