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Draco18s

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Everything posted by Draco18s

  1. Ok, that was impressive. Someone managed to out-stupid diesieben07's patience.
  2. Item stacks (and thus recipes) already do the conversion.
  3. this.inventory[the_slot_index] = new ItemStack(whatever); ?
  4. Nah, should have gone one more. (OP: hint: "can I?" and "how can I?" are two very different questions)
  5. Ah ha, of course. Silly me. Now to find a friend who owns a controller....
  6. I did what I could with this. Slight problem: The KeyInputEvent is not fired from mouse input. You can bind jump to Mouse1, and it works as expected as far as vanilla is concerned; I do not know how to check for this situation for my purposes. I also don't own a controller, so I am unable to test those.
  7. Oh. I know what the problem is. You have a GL_rotate after a GL_translate.
  8. Normally. Sometime it fails though and I do something like this: ClassThatWontImport l; Which makes it painfully obvious to Eclipse what it is I want.
  9. Well, you're going to have a lot of trouble getting a specific block's state without casting it to that specific block's BlockState.
  10. import net.minecraftforge.common.util.EnumHelper;
  11. That would be available in one of the OTHER states. Seriously, look at their innards.
  12. It will be in small ways, the most noticeable would be anything you're doing with the random. Vanilla is almost entirely deterministic at this point, but the exact positions of flowers, tall grass, etc. might change. You'd have to see what actually references world.rand to get more info.
  13. That was helpful, thanks. Its hard to search for examples of key-stuff and not find Keybinds.
  14. I don't think so. You won't get "chunk errors" as those are done via perlin noise (a deterministic function). But chunk generation order would influence the result (i.e. the same world see if you travel east, then west will be different than a world in which you travel west, then east, for anything that uses that random value).
  15. My mistake, I juxtaposed the function name. Still, it should have been enough for you to look and make intelligent decisions about the static methods available (there's only one). But yes, it's like Vec3.
  16. #$&%ing Key handlers. Used this wiki page to get started. Two problems that are immediately obvious: 1) I can't register a key that's already bound to something else (my bind takes precedence) 2) Going to options -> controls crashes the game with an unhelpful NPE *Throws JAVA at the problem to make it go away* Screw you Keybinder, TICK EVENTS AND KEYBOARD ACCESS!
  17. AxisAlignedBB.fromPool(...)
  18. I found that function already, I was hoping to avoid needing a key handler. Oh well. :\
  19. Probably because either a) they're private b) you didn't cast the TileEntity to YourTileEntity
  20. Technically both are true. You're just not the one calling the function in this case.
  21. I'm trying to detect when the player is swimming in lava (that is, currently in lava and holding the space bar) so that I can add a little extra upward motion when they try and jump out because of this problem. I'm fine with lava being dangerous, I am not fine with making "falling in lava" an instant-death scenario if it's bubbling and burbling out smoke once in a while to fill the air around the lava to make it more dangerous (seriously: the smoke causes blindness and that's about it). isJumping is private (and even with reflection, the value is false) motionY is not helpful (I don't want to keep adding the upward velocity after they stop trying to swim upwards, but the player will still have positive Y motion) can't just check for isInMaterial because those are already going to return true, regardless of if the player is trying to swim or not. I'm at a loss.
  22. *Facepalm* Seriously dude. Seriously? I...I just can't even.
  23. I believe the last parameter there is the side being checked. 0: down (your block on top, powering the block below), 1: up, etc.
  24. Sometimes Eclipse can't find the class. Do DimensionManager d; and it should allow you to import just fine.

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