Everything posted by Draco18s
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Using NBT in a KeyHandler
Register a key handler Send a packet to the server Server gets the packet and modify's the item
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[1.7.2]Custom Arrow
Well the thing that looks null is an object of type ArrowEffect. Figure out why it is null. Which constructor are you calling, what's the default value, etc.
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[1.7.2]Custom Arrow
Null pointer errors are easy to fix. go to the line it indicates, look at it, figure out what objects could possibly be null, backtrace to figure out why.
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[1.7.10] Custom Collision boxes.
And...what seems to be the problem?
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[1.7.10]GUI Bug
Try recoding that line so it makes sense. You're checking for "foo is not equal to foo" which will always be false. When you change it to be bar instead, then you're checking "if bar is not equal to foo" which might be true and might be false. What are the lines inside that statement doing? When do you want them to happen?
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[1.7.10][SOLVED]Block Right Click
So you're getting the current item stack.... And then doing nothing with it.... And instead, checking the current item versus an ID....
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[1.7.10]GUI Bug
Changing what the flag is affects this line: if (flag != this.isInfusing()) { //essentially this line is "this.isInfusing() != this.isInfusing()" flag1 = true; CrypticInfuser.updateFurnaceBlockState(this.isInfusing(), this.worldObj, this.xCoord, this.yCoord, this.zCoord); } Sooo....
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[1.6.4][SOLVED] My Custom Grass Textures
Exactly what it says on the tin. You didn't put anything into the variable and you're getting nothing out of it. What did you expect to happen? http://en.wikipedia.org/wiki/Garbage_in,_garbage_out
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[1.6.4][SOLVED] My Custom Grass Textures
Garbage in, garbage out.
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[1.7.10] Changing a Dropped Item and/or block in World with an Item
EntityItem objects are Entities and can be found when dropped by using world#entitiesInAABB(...) There are at least three different versions, you're going to want the one that takes a Class as a parameter and looks for Entities that subclass the passed type.
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[1.8] Is it possible to "Mix" textures dynamicly at runtime?
I never found a way to get access to the texture sheet when I was poking around with it (1.7.10). I gave up and used two-pass blocks.
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[1.6.4][SOLVED] My Custom Grass Textures
this.getTextureName() And is that value ever set anywhere?
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[1.8] Is it possible to "Mix" textures dynamicly at runtime?
AFAIK, you'd need to have a two-pass block. And I'm not sure how those work in 1.8, due to the way icons are handled now. The first pass would supply the base texture ("stone") and the second pass would supply the overlay (the cracks).
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1.7.10 Custom 1 Block High Door w/ Redstone Powering w/ Double Doors
No, actually it doesn't. All it does is change the block-above to being the top half of a door with the correct metadata. The next line, notifyBlocksOfNeighborChange , is what makes double-doors work.
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[1.8]Sending packages whith more complex contens like arrays ??
I like that list. My company's website is full of nothing but ducks. Refuctored, hydra-code, ducks. Another one of our programs as at least one loch ness bug, another application has a loch ness bug we know exists but can't reproduce in-house because Apple and iOS 8.0.0/1/2 FUBARed the whole thing ("Of COURSE I upgraded my device to 8.2! What do you think I am, stupid?" "Our tracking code says you're still on 8.0.2, which is broken.")
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Procedural Structure Generation
I remember looking at it once and going "how the fuck does this even work?" I was never able to back-trace the parts that I understood (each segment) back to another piece I understood (the world generator). I wish you luck.
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1.7.10 Custom 1 Block High Door w/ Redstone Powering w/ Double Doors
You do know what that one line does, right?
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[1.7.10]Item Tooltip?
No, it's not. It means your method signature is wrong. You'd know this if you had the prerequisite programming knowledge prior to starting modding.
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[1.8]Sending packages whith more complex contens like arrays ??
String F=""+state_entrada.getValue(FACING); if(F.contains("down")){ ... } My god. It's full of Strings. Not to mention static properties. Jesus.
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1.7.10 Custom 1 Block High Door w/ Redstone Powering w/ Double Doors
Remove that line entirely.
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[1.8]¿ Method to break areas of blocks in one shot? <SOLVED>
A ConcurrentModificationException occurs when two different threads of a program try to modify the same array structure.
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[1.7.10]Item Tooltip?
Did you put the @Override annotation on it? What does it say when you do?
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Blocks.sand = red sand & normal sand. (Problem with this.)
Seeing as I can't figure out what the class is doing right now, I can't help you. Find/replace all the srg names with sane, human-readable ones, and I might help you.
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Is it possible to force a mod to compile despite errors?
No.
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Blocks.sand = red sand & normal sand. (Problem with this.)
I'll tell you what I told someone else. Refactor all of those variable names so that they're readable. if (d12 * d12 + d13 * d13 + d14 * d14 < 1.0D && p_76484_1_.getBlock(k2, l2, i3).isReplaceableOreGen(p_76484_1_, k2, l2, i3, blockB)) Is a mess, I can't read it, you can't read it, no one can read it and figure out what it's doing.
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