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Draco18s

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Everything posted by Draco18s

  1. That's not the cause. I've gotten this error with my mod and I do nothing of the sort.
  2. I've seen that crash before too. AFAICT, it's some kind of recursive block update with water (lava?) that causes the JVM to run out of stack space (recursive function calls can only go so deep before the JVM says, "fuck it, infinite loop, abort.")
  3. You need to use the ore dictionary and ore recipe classes.
  4. And for god's sakes, rename your variables. alt-shift-r will refactor anything you select, so you can rename all those SRG variables to something meaningful quickly and easily.
  5. The code you posted isn't the code that's crashing because the code that crashes is: private static void registerMessageForServer(Class handler, Class message) { net.registerMessage(handler, message, messages, Side.SERVER); messages++; } Which is being called from init at the line that reads: registerMessageForClient(SyncSkillsPacket.class, SyncSkillsPacket.SkillsMessage.class); Note that the method causing the crash says "ForServer" and call says "ForClient." Something is out of date.
  6. Your bow class is useless, we need your arrow class.
  7. That requires knowing what the NBT looks like. Put one in your inventory (and nothing else). Exit the game. Open up NBTExplorer and look at it.
  8. public static void RemoveRecipe(Item resultItem, int stacksize, int meta, String modID) { ItemStack resultStack = new ItemStack(resultItem, stacksize, meta); ItemStack recipeResult = null; ArrayList recipes = (ArrayList) CraftingManager.getInstance().getRecipeList(); for (int scan = 0; scan < recipes.size(); scan++) { IRecipe tmpRecipe = (IRecipe) recipes.get(scan); recipeResult = tmpRecipe.getRecipeOutput(); if (ItemStack.areItemStacksEqual(resultStack, recipeResult)) { System.out.println(modID + " Removed Recipe: " + recipes.get(scan) + " -> " + recipeResult); recipes.remove(scan); } } } Then just supply your own new recipe as normal.
  9. Well, it's a quad. So draw a quad with the tesselator.
  10. Mob's look vector, not the player's.
  11. I said your experience. As in, using it. While true, the issues I'm having primarily deal with threads, and I only have enough understanding of threads to know the technicalities of concurrent modification, but not the know-how to keep it from happening. I'm also having trouble getting the mob to look at the player. AFAICT, it's an issue with the vanilla methods involving rotationYawHead, but f*k if I know what or why.
  12. ...in decimal. ████ = 7427071 (0x7153FF)
  13. Seeing as you have so much experience with MCAnimator and the author is so incognito, his website doesn't even have a "contact" link and a signup/login for non-existent services: Care to explain this? MCAnimator's library function crashes with a concurrent modification exception iterating over the list animCurrentChannels. I've had other crashes too, including a Null Pointer error trying to get a prevAnimTime(channel.name).
  14. [18:58:42] [server thread/ERROR]: Encountered an unexpected exception java.lang.IllegalArgumentException: bound must be positive at java.util.Random.nextInt(Unknown Source) ~[?:1.8.0_25] at com.OlympiansMod.world.AllOre.addOre(AllOre.java:43) ~[AllOre.class:?] Looks like you tried to supply rand.nextInt(...) with a negative value. Also: int yPos = maxY + random.nextInt(maxY - minY); Shouldn't that be minY + rand(max-min)?
  15. private static boolean generated = false; ?
  16. I need to know in which* Has it occurred to you to ask on the IC2 forums?
  17. Well it would help if you didn't tell the structure to always generate in the same place. Every time the game generates a new chunk, it builds another copy of your structure right where the existing one is, "regenerating" the broken blocks.
  18. onUpdate { takeALittlePower(); } takeALittlePower() { power += 1; slot[0].damageItem(1); }
  19. You're probably trying to extend ItemTool, which you do not need to do, in order for items to have durability. ALL ITEMS have the possibility of having a damage value.
  20. Do not create a new ItemStack in order to compare the itemstack's item. Use ItemStack.getItem()
  21. Override shouldSideBeRendered, getCollisionBoundingBoxFromPool, isOpaqueCube, and collisionRayTrace
  22. Try BiomeDictionary.registerBiomeType(BiomeGenBase biome, Type ... types)

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