Everything posted by Draco18s
- [1.8] Sword help
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Why are the blocks without tile_Entity loaded and the once with them aren't
Show the block class.
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[1.7.10] Help with getting raw texture data
Items can be rendered in two passes as well. https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/item/ItemArtifact.java#L106-147
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[1.7.10] Help with getting raw texture data
I was trying to do that (for blocks) months ago and never figured it out. I specifically wanted to pre-multiply two icons so they could be rendered and have correct particles, but gave up and did it as two passes (and have transparent particles).
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[1.8] Sword help
Well, you don't have a main mod file (or haven't shown it) so that code is never being called.
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[1.7.10] onLivingUpdate Entity
how? ... I refer to a vanilla entity ... Subscribe to the event event.setCanceled(true)
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[1.8] NBTTagCompund on type Item
What does this do, and why is it here? public DNA dna;
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alc_cleanup: 1 device not closed
And when, pray tell, were you going to fill in that stub?
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[1.7.10] onNeighbourBlock + oreDict?
Because you're not doing it right and no one is just going to write your code for you. You need to understand the functions involved and put the puzzle pieces together yourself. I'm done helping you.
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[1.7.10] onNeighbourBlock + oreDict?
And then you dropped OreDictionary.getOreIDs(neighbourBlock) for no apparent reason. And you're comparing a Block to a boolean. And Ints is not an object or a class. And you're missing a ) It's like you're doing stuff without thinking about what that stuff you're doing means. You're back to a point where you don't even have "code that makes sense, but contains syntax errors."
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[1.7.10] onNeighbourBlock + oreDict?
You don't know what an ItemStack is or how to use it? o..O OreDictionary.getOreID(...) I thought that was pretty obvious.
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[1.7.10] onNeighbourBlock + oreDict?
Seriously? And "oreIron" is still not an integer. You need getOreID(String name)
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[1.7.10] onNeighbourBlock + oreDict?
That is not even close. If anything, you got FATHER away. Now your trying to compare a Block with an int[] Oh, and "ore:oreIron" is still wrong.
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[1.7.10] onNeighbourBlock + oreDict?
Wat. 1) OreDicitionary.getOreIDs(...) requires an ItemStack passed to it. 1 is an integer. 2) ore:oreIron, even if you declared that as a string (which you didn't, so it'll just throw all kinds of errors), that's not the oreDict string for iron ore. 3) Even if it was the correct string, it's not an integer!
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What's the most efficient way to use event handlers?
I use a variant of #2, myself public void initEventHandlers() { EventHandler evHandle = new EventHandler(); MinecraftForge.EVENT_BUS.register(evHandle); FMLCommonHandler.instance().bus().register(evHandle); //OBJECT REUSE, HEYO }
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[1.7.10] ASM Crash
Might help if you didn't increment through the array. As you remove each instruction, the total count reduces, and your next increment skips over an item. Also, magic numbers like 72 and 82 are a bad idea in general.
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[1.7.10]lit_redstone_ore not added in oreDictionary, can't add it.
blockBeingMined.getItemDropped(int, Random, int) and OreDict that instead?
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TileEntityCustomFurnace player.getDistanceSq((double): player cannot be resolved
And important change. And if you knew how to program Java, you'd have caught it on your own long before you went to post here.
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TileEntityCustomFurnace player.getDistanceSq((double): player cannot be resolved
Would have been nice if you linked the exact video you were watching. I had to scan through two hours of footage looking for where he puts in that function. What does he do right at 29:13? You did everything he did, except that one thing right at 29:13
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Entity Smooth Motion
And thus the jerky movement as position updates are not sent very often. Run the code on the client, as well.
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Entity Smooth Motion
Are you doing it on both the server and the client, or only the server?
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I need help with this! I dont know what is wrong D:
My guess would be FreddyCraft as the installed-mod-at-fault.
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WorldTickEvent Running Multiple Times
Oh geeze. I feel like an idiot
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WorldTickEvent Running Multiple Times
Yes, I know about event.Phase public void tickStart(TickEvent.WorldTickEvent event) { if(event.phase == TickEvent.Phase.END) { //code here runs three times per tick. } } Not sure what else I need to check for.
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[1.7.10] Weird World Time issue
Yeah, don't screw with that value. I'm actually using it right now and I expect it to go above 23999 in order to provide seasonal shifts.
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