Everything posted by Draco18s
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[1.7.10][SOLVED]Have Bock Drop Different Item Depending on Item Used to Break It
That method only works in Single Player. As soon as a server is involved (including "Open to LAN") it will crash.
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[1.8] Multiblock is not really working
onNeighborBlockChange is a Block function, not a TileEntity function.
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[1.8] Textures not working
java.io.FileNotFoundException: powerapples:models/item/DiamondApple.json
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Problems with opening an editor.
Speaking of: Eclipse doesn't like opening the mcmod.info files in its internal editor. I can, but not easily, and I can't set it as default (it complains that it doesn't recognize the file type).
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[1.8] Flamability
Also, most of the flamable stuff is handled by code in the BlockFire class. Blocks.fire.setFireInfo(myBlock, spread_rate, consume_rate); spread rate is the chance that a fire block not burning the target block will spread over and start burning it. The consume rate is an integer that represent 0.33% chance per tick that the fire will consume the block. Most full-block blocks are 60 or less (flowers, etc. are 100). Spread rates are also typically 60 or lower (a number > 300 is effectively "as soon as the check is made, the fire spreads over, but I never did figure out how the probability was determined, it's complex).
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[1.7.10] Not-Vanilla ItemStack instance
Could methods: 1) Ask 2) Decompile the mod and look 3) Print out every god damn block name in the block list
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[1.7.10] Not-Vanilla ItemStack instance
unlocalized name != block registry name GameRegistry.registerItem((new Item()).setUnlocalizedName("iron_nugget")), "my_iron_nugget");
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[1.7.10] Not-Vanilla ItemStack instance
Only call the code if ExtraUtils is loaded.
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[Solved] Map and functions
sifterRecipes.entrySet().iterator() ?
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[1.7.10][SOLVED] EventHandler not working; Enchantment
Have you tried printing out what the IDs on the item are and comparing them to the ID you're looking for?
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[1.7.10][SOLVED] EventHandler not working; Enchantment
Checking the stack for null after you reference it isn't going to do anything useful.
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[1.7.10][SOLVED] EventHandler not working; Enchantment
Actually, I bet it would crash. You didn't check to make sure that the item in the currently equipped slot isn't null, and then you access its stackNBT.
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Questions about multiplayer (1.7.10)
If you start doing any packet-sending code, then it could be your fault. Just remember not to send a packet all the time every time ten times over and you'll be fine.
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[1.7.10][SOLVED] EventHandler not working; Enchantment
Let me guess: if you punch a zombie, it crashes. ItemStack stack = player.getCurrentEquippedItem(); //what value does stack contain when you punch a zombie? //what value does stack contain when a zombie punches you? NBTTagList ench = stack.getEnchantmentTagList();
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Is there a way to destroy a region?
With Java, you can do anything. new File(DimensionManager.getWorldSaveDirectory()+"/region/r.0.0.mca").delete();//warning: will probably do bad thigns
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Replicate Grass Block Colour Overlay
As for the bottom: you need to not render the bottom in the second pass.
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[1.8] Two EventHandler crash
ConcurrentModificationException: You are modifying an array while another thread is trying to iterate through it.
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[1.7.10][Solved] Mod Crashing Regular Client
That's the Item renderer, show also the TileEntitySpecialRenderer class.
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[solved][1.8] Problem with TileEntities
It's not sided. But it gets sent any time the server sees that it needs to be sent. You'll want to call worldObj.markBlockForUpdate(xCoord, yCoord, zCoord); if you make any changes to the data and it needs to update right away.
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[solved][1.8] Problem with TileEntities
You need to save the data in an NBT tag (read/write to/from NBT methods) and then add: @Override public Packet getDescriptionPacket() { NBTTagCompound nbtTag = new NBTTagCompound(); writeToNBT(nbtTag); return new S35PacketUpdateTileEntity(xCoord, yCoord, zCoord, 1, nbtTag); } @Override public void onDataPacket(NetworkManager net, S35PacketUpdateTileEntity packet) { readFromNBT(packet.func_148857_g()); } So that the data is passed from server to client.
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Non-Standard UnlocalizedName
You're welcome.
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Non-Standard UnlocalizedName
http://1.bp.blogspot.com/_D_Z-D2tzi14/S8TZcKXqR-I/AAAAAAAACwg/F7AqxDrPjhg/s320/ALOT13.png[/img]
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[1.7.10] Meta-data items?
You haven't overriden public void getSubItems(Item item, CreativeTabs tab, List list)
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player.setSneaking() Not setting sneaking.
Well, the class-level variable will turn sour as soon as you have multiple copies of the item and a server with multiple players. Second, you should check that the entity is of the desired type before casting. Third, I'm not sure that setting sneaking like that works. Mostly because it's a state that gets updated all the time based on your keyboard input.
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[1.7.10] Trying to render a Techne Model, error in code?
Lang files.
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