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Draco18s

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Everything posted by Draco18s

  1. It's a vector, actually. You can rotate around an arbitrary vector if you'd like, too: GL11.glRotatef((meta - 1) * (-90), 0.707F, 0.707F, 0F); But yes, for most purposes you'll be rotating around an axis.
  2. This is the worst idea ever. Use a damn tile entity for christ sakes.
  3. Draco18s replied to a post in a topic in Modder Support
    Make your gui extend GuiScreen instead.
  4. Any class that meaningfully overrides hashCode and equals is hash-mappable. Vanilla blocks and items are natively stored in a hashmap-type object ( RegistryNamespaced , which buried in the object hierarchy utilizes IdentityHashMap ).
  5. Yep, just got it working. Did a slightly larger volume, just in case the cart gets away for any reason. Thanks muchly.
  6. TE and cart will be in the same chunk. Specifically 1 block away from each other.
  7. Oh, I can get a persistent ID all I want. I have no way of going "Hey, server, find me this non-living entity by this UUID." I can get players by UUID, but not any thing else. I'll take a look at leashes. I was going that route, but I wasn't sure if that'd even work for entities like minecarts (its not transparent on if those are saved/loaded and keep the same UUID, or what. I would assume so, but you know what they say about about assuming...).
  8. Question: [/img] or [/img] ? Because as Diesieben says, Huge Mushrooms are BlockHugeMushroom.
  9. EXACTLY LIKE HOW YOU CHECK THE BLOCK BELOW IT FOR META 1! Yeesh.
  10. Blocks.red_mushroom; ? Blocks.brown_mushroom; ? It's amazing what you can find by using ctrl-f inside Block.java blockRegistry.addObject(39, "brown_mushroom", (new BlockMushroom()).setHardness(0.0F).setStepSound(soundTypeGrass).setLightLevel(0.125F).setBlockName("mushroom").setBlockTextureName("mushroom_brown")); blockRegistry.addObject(40, "red_mushroom", (new BlockMushroom()).setHardness(0.0F).setStepSound(soundTypeGrass).setBlockName("mushroom").setBlockTextureName("mushroom_red"));
  11. [nobbc][/nobbc] causes italics. You need to wrap it in [nobbc][nobbc][/nobbc]
  12. On this, you can change that, but I wouldn't bother. I think there's a piece that makes it so that it uses less network data, but I don't recall exactly. I don't remember what bits to fiddle with to do it, but I did make it update slower than normal (for one of my maps). It might be the mapData.setColumnDirty(...) function.
  13. You have a null pointer in your main mod file
  14. Then you're doing several things wrong. 1) That code sets the block to the north, not itself 2) That code never says "am I metadata 0?" 3) That code uses update flag 1, not 3 (you almost always want 3)
  15. I need to be able to save out and then reload a reference to a Minecart, because the TileEntity is "catching" it and hold it in place until its finished, then reapplying some momentum to it when its done, so that the cart continues on its merry way. Problem is, I can't seem to make that "reapplying some momentum to it when its done" part work after a save/load because I literally have no way of getting an entity from the World by anything other than incremental spawn ID (not guaranteed to persist, AFAIK) or by AABB (not save-able or not able to ensure match). What am I missing?
  16. Vanilla recipe objects are designed to only consume 1 item in a stack. If you want it to consume more, you need to create your own IRecipe class.
  17. Oh that. Not that I know of. All that info is stored in a CSV file: C:\Users\[username]\.gradle\caches\minecraft\net\minecraftforge\forge\[forge version]\unpacked\conf You want fields.csv and methods.csv and be aware that same-name objects in different classes have different obfuscated names.
  18. Heh. I only remember that I chewed on it back in 1.6.4, I remember almost nothing other than what I was able to glean from my code. I did some pretty neat shit, though. Thinking about using the ore map with this custom data block I have (er, data object, it's not a Block ). It'd be harder to get data into the map (using the existing prospecting method) but would have a little more permanence.
  19. totalWorldTime is the "number of ticks the world has been active in memory" (I don't believe that unloaded dimensions will see this number increase; e.g. mod-added dims, as the nether and end always have some portions loaded). worldTime on the other hand is closer to a "current date." It doesn't tick when DaylightCycle is false and is incremented to sunrise when the player sleeps. Use them well (and don't use setWorldTime() unless you have a damn good reason to).
  20. There's a way of detecting if you're in a deobf environment (I don't use reflection often enough to be using that method, or remember what it's called) and you can do an if(obf) { str = "p_1234_0_" } else { str = "theThing" } and do the reflection with the str variable.
  21. That may have been true once, but if you look at /** * Set current world time */ public void setWorldTime(long p_76068_1_) { this.worldTime = p_76068_1_; } in the same class, you'd notice that it doesn't enforce the note in the javadoc (which was written by someone contributing to MCP, not Mojang). And if you trace all usages back around to the things that actually make it go up, you'll notice a continuous lack of any %24000 math, except here in WorldServer.java: public void tick() { //... if (this.areAllPlayersAsleep()) { if (this.getGameRules().getGameRuleBooleanValue("doDaylightCycle")) { long i = this.worldInfo.getWorldTime() + 24000L; this.worldInfo.setWorldTime(i - i % 24000L); } this.wakeAllPlayers(); } //... } Which goes out of its way to insure that the value isn't truncated to 23999.
  22. No. http://www.minecraftforge.net/forum/index.php/topic,22764.0.html

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