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Draco18s

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Everything posted by Draco18s

  1. 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.
  2. Do not create a new ItemStack in order to compare the itemstack's item. Use ItemStack.getItem()
  3. Override shouldSideBeRendered, getCollisionBoundingBoxFromPool, isOpaqueCube, and collisionRayTrace
  4. Try BiomeDictionary.registerBiomeType(BiomeGenBase biome, Type ... types)
  5. /* * These lists should no longer be accessed directly. Instead, use the appropriate add, remove and get methods within this class. */ @Deprecated public static List<BiomeEntry> icyBiomes = biomes[biomeType.ICY.ordinal()]; Huh, it says deprecated with a note on what to use instead. Use the appropriate add, remove and get methods within this class. public static void addBiome(BiomeType type, BiomeEntry entry) { isModded = true; int idx = type.ordinal(); List<BiomeEntry> list = idx > biomes.length ? null : biomes[idx]; if (list != null) list.add(entry); }
  6. Thaumcraft's crystals did. It was so they could be found in dark caves easily while not lighting the area.
  7. Easy. Make a new block, make it invisible, set is light strength to 15.
  8. You probably want 3 for the flag, not 0.
  9. Here's an example from my project SpecialBlockEvent ev = new SpecialBlockEvent.BlockUpdateEvent(world, x, y, z, world.getBlockMetadata(x, y, z), world.getBlock(x, y, z), world.getBiomeGenForCoords(x, z)); MinecraftForge.EVENT_BUS.post(ev)
  10. You can't do it with vanilla items, AFAIK. Normally it's done by overriding getContainerItem(ItemStack itemStack)
  11. You might be interested in taking a look at my artifacts mod, both for how to go about trying to randomly generate stuff, as well as content (crazy dwarves making crazy legendary items? Why not!) It may also interest you that I've been working on a mod to add some more realistic aspects to minecraft including ceiling collapses. I've been about two days away from release for a month now. But if your interested in some of that, I'd be willing to share.
  12. I don't know what the problem is. Aside from the one thing I pointed out, I don't see anything.
  13. Shape5.mirror = true; Shape5 = new ModelRenderer(this, 80, 16); Techne does this a lot.
  14. The fuck? tileentity.getWorldObj().getTileEntity
  15. Yep, lighting recalc isn't very fast. That's why I used a fake lighting block that only updates if the "source" moves 4(?) blocks away from it. Keeps the updates to a minimum while providing a decent amount of light. https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/components/ComponentLight.java#L93
  16. Your easiest solutions are to break the model up differently or use a simpler model. You're not likely to fix it by changing the rendering code, unless you want to solve some of the holy grails in computer graphics.
  17. The item pickup happens server side only, the achievement GUI is client side only. The two sides cannot mix or you will crash a dedicated server. Use packets.
  18. Ok, so, basically the problem boils down to this: Minecraft is really really bad at Z-sorting. That is, figuring out what triangles need to be drawn first and which ones not at all. It's a hard problem in any case, just Minecraft is less-good on average on account of having been programmed by one guy. It gets away with this accurately on most occasions by assuming that everything is a cube and that triangles don't intersect. Things get trickier if the triangles in question have any sort of transparency (and if you look at vanilla, it has this problem a lot: particles rendering behind water, and so on). Anyway, if nothing's transparent, then there's some kind of z-sort that's assuming one thing, but which isn't true. My guess is that the model pieces stick out of their blocks, but are being sorted by where they should be in screen-z-space as if they were contained to their cube volume.
  19. Ahh, good ol' depth sorting. How many of those bits have transparent parts?
  20. It's more of a workflow problem.
  21. Correct. That's why you can't pick up ghost items. So stop calling the client main class. Even if it's never called (because you wrapped it in an "is not remote" check) it will still crash, because the compiled code is invalid.

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