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Draco18s

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Everything posted by Draco18s

  1. Exactly what it says on the tin. Funny how classes are named what they are.
  2. Reflection is an entire Java package dealing with class files. It's half way between "code that runs" and "code that modifies running code" (ASM). Here's a chunk I use: try { Class clz = BiomeGenBase.class; WildlifeEventHandler.rains = clz.getDeclaredField("enableRain");//field_76765_S WildlifeEventHandler.rains.setAccessible(true); WildlifeEventHandler.snows = clz.getDeclaredField("enableSnow");//field_76766_R WildlifeEventHandler.snows.setAccessible(true); } catch(NoSuchFieldException e ) { } Basically, I request a private field from a class, set its accessibility to public, so that later I can modify the value (if I don't, the program will crash with an exception). Eg: WildlifeEventHandler.snows.set(BiomeGenBase.plains, true);
  3. Vec3.createVectorHelper(x, y, z)
  4. world.setBlock(x, y, z, Blocks.air) Just like setting a block to annnything else 'course, there's also the helper function world.setBlockToAir(x, y, z) ... but it just calls the above line anyway.
  5. No code, can't help.
  6. You don't actually need IProxy or ServerProxy. IProxy here is pointless and generally speaking your "server" proxy is actually the Common proxy.
  7. Pretty much unless Forge needs to be doing something, it should be left up to the individual developer. Liquids being one example: there needs to be a single way to go "oh that's a liquid" so the various mods that have pumps and pipes can handle every mod liquid the same way. Furnaces? Not really. There's a single furnace recipe repository and that's really all that's needed. Various mods will do their own cooking their own way as their specs require. Some mods might use different fuels, cook faster, cook slower, have a variety of other tweaks and alterations. There's no "good" way to supply a common package for this.
  8. No i need slime block and Armorstand with the physics of 1.8 Good luck doing the physics with vanilla code that doesn't exist.
  9. It's a potion effect. I don't know how I can be any more clear about this. I opened up the list of potions and look at what I found: public static final Potion field_76443_y = (new PotionHealth(23, false, 16262179)).setPotionName("potion.saturation"); It doesn't have a deobf field name, but it still says "potion.saturation"
  10. There are only so many global IDs and if everyone is registering their entity using registerGlobalEntityId, there won't be enough to go around. So instead, you use registerModEntity, which gives you 256 IDs that you, and you alone, can use.
  11. Uh huh. And neither one of those code snippets is a class named "ModelBakery" nor a class that contains a field called ModelBakery. Or even a reference to the other two.
  12. Fuck. Click the thing that says "cast to..." This is why your IDE exists.
  13. Go to the relevant class, click "edit." GitHub will ask you if you want to fork the project (yes, you do). Edit the relevant function so it does what it is supposed to. If you need to, make sure it compiles and runs properly (do a git pull, edit and test, then git push). Then submit a merge request.
  14. Hunger is negative food. That's why I said "Saturation." And my mistake it was 1 half-shank per tick.
  15. Yeah, when I was messing around with this, I had to use potion effects. A half-shank worth is like 5 ticks worth of the Saturation effect.
  16. Making every block change in one dimension affect the other is going to be neigh impossible.
  17. Also, aren't all of the 1.8 blocks available in 1.7 using Gany's Surface?
  18. Not sure why the crash, but I am noticing that addDefaultEquipmentAndRecipies does nothing.
  19. This ^ How to: https://confluence.atlassian.com/display/DOC/Setting+the+JAVA_HOME+Variable+in+Windows
  20. Like this? http://pastebin.com/YuA53cHC And in main: private CrystalManager crystalManager = new CrystalManager(); Then GameRegistry.registerWorldGenerator(crystalManager, 0); . And when I tried this It didnt work in Default world which is what im wanting it to do No, this bit: (new WorldGenMinable(CrystalMod.Aqua_SmallCrystal, maxVeinSize)).generate(world, random, posX, posY, posZ); There's a reason I said "WorldGenMinable" not "IWorldGenerator." WorldGenMinable only replaces stone and has no rules regarding stone/air boundaries. Also what diesieben07 said.
  21. Because they have DIFFERENT BASE ROTATIONS. It had Jack Fucking Squat to do with the rotation POINT, but everything to do with the rotation VALUE. The head and nose use the same values, the leaves DON'T. Also what coolAlias said.
  22. That's not the full log. But that does tell me that MagFurnaceActive.magFurnaceActive is, in fact, null.
  23. Do this for me: if (state) { System.out.println(MagFurnaceActive); System.out.println(MagFurnaceActive.magFurnaceActive); System.out.println(MagFurnaceActive.magFurnaceActive.getTickRandomly()); worldObj.setBlock(xCoord, yCoord, zCoord, MagFurnaceActive.magFurnaceActive); // < --- LINE 116 } else { worldObj.setBlock(xCoord, yCoord, zCoord, MagFurnaceIdle.magFurnaceIdle); } Let me know what it prints out.
  24. You would need a custom WorldGenMinable, or you do it instead of the WorldGenMinable you have inside addOreSpawn

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