Everything posted by Draco18s
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[1.7.10] Prevent Entity Attacking Player
That is one task in the list. Take a look at the rest of them, go up the inheritance tree, too.
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[1.8] Block-Break particle
Oops, your right. I'm still pretty sure you need a block texture json to indicate the particle texture.
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[1.8] Block-Break particle
public class MyBlock extends BlockContainer { public MyBlock() { this.setTextureName("put something here"); } } Block break particles are based off the BLOCK's texture.
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Problems upgrading to 1.8 - IBlockState
And what problem would that be? I can't look at a block of code and magically understand your problem(s)
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[1.7.10] Prevent Entity Attacking Player
Look at the AI task list. It should be pretty obvious.
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[1.7.10] On landing on Block flying back in the sky don't work
And you started a whole thread for that, good jorb.
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[1.7.10] On landing on Block flying back in the sky don't work
i got it, but now i need to know why the block can't be moved by a piston What material is it? Does it have a TileEntity? Both of these are very important questions you should have already asked yourself.
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Making players air appear in custom dimension
The player will also be able to swim in it. Because both of those features are hard coded by vanilla to only happen inside water (you cannot down in lava, ever). Type best bet is to recreate the effect yourself using IExtendedProperties
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Making players air appear in custom dimension
Yes. Immerse the player inside a block that is Material.water
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[1.8][SOLVED] Items put in chest not showing
That's the client-side world. The server is undoing all of your changes.
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1.8 CreativeTabs crash
Basic. Fucking. Java.
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1.8 CreativeTabs crash
BlockPos.x? Jesus. It might be xpos, or posx, I haven't actually used 1.8 yet, but I can't imagine its that difficult.
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1.8 CreativeTabs crash
Convert "int x, int y, int z" to BlockPos(x, y, z). Fuck. This is basic java.
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[1.7.10] On landing on Block flying back in the sky don't work
And thus, your problem truly begins.
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1.8 CreativeTabs crash
Le gasp! Your method signature is wrong and its not being called from anywhere!
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[1.7.10] On landing on Block flying back in the sky don't work
Is that function overriding a function from somewhere else? If so, where's your @Override annotation?
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1.8 CreativeTabs crash
Put @Override on the line above the function. What happens?
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[1.7.10] How to convert the code, which works in 1.8 to 1.7.10
Just because you typed it out doesn't mean the IDE magically changes the uncompiled code.
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1.8 CreativeTabs crash
No fucking shit. All of the x, y, z position coordinates for blocks changed to BlockPos. Use it.
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1.8 CreativeTabs crash
God damn. I wonder what a BlockPos is...
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1.8 CreativeTabs crash
It might have something to do with getBlockState....
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New Furnaces, improving how furnaces are added
If you (generic) are creating a furnace that "just looks different" you would just have all the Blocks create the same TileEntity. There's no reason to create a new TE class (even one that extends some generic version) just because it belongs to a different block. As for "allowing mods (and MC itself) just to know this thing is a furnace": what value is there in that? Why "furnace" instead of "grinder" "machine" "oven" "a thing that has an inventory and updates every tick and alters that inventory" or some other niche distinction? Why is "furnace" the important distinction to make?
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crashlog..not sure what it means
Ok, I'll grant that that is a valid point.
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New Furnaces, improving how furnaces are added
Really though, there doesn't need to be a common furnace. It's a TileEntity (common code) that implements ISidedInventory (probably) or at least IInventory. Which is all that's needed for every mod ever to be able to insert items or extract them (including using the vanilla Hopper). No other mod needs to care about how your CustomFurnace actually smelts inputs into outputs, so having a "common core" for the updateTick method is pointless. Per liquids, I suspect it was originally because creating a new liquid was Hard* and so it was written as a base class that mods could extend in order to easily get a liquid working "like vanilla" and morphed later into the liquid registry (et cetera) due to the number of mods wanting to move liquids around and treat them in common ways without having to do a bunch of special casing. There is IFluidBlock, which is implemented by BlockFluidBase, but it doesn't really supply all of the necessary details, as BlockFluidBase is the class that handles the Fluid object. But sure, feel free to create that library if you want to. Dollars to doughnuts no one will use it. *My first attempt at a liquid, using the Forge liquid base block didn't even work correctly, just to give you an idea of how Hard it actually is!
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[1.7.10] What event is called when a new chunk is created
Also keep in mind that there are other mods out there that modify a chunk long after its been generated. COG, for example, waits until the next chunk over is modified so that it can go in and clean up any coal that bleeds over before placing ores using its own algorithms ("deferred generation +16"; "deferred +32" would be two-chunks-over, etc. although nothing uses anything later than that by default). So yeah, depending on what you're doing, the right place to sit and wait for an event might change.
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