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Draco18s

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Everything posted by Draco18s

  1. Then you did it wrong. I love how your "get this thing" function returns void.
  2. What on earth are you doing? o..O
  3. Haha, and here I see that I tried to cheat with the [nobbc][code][/nobbc] tag and it didn't work I did [nobbc] [/nobbc][/code] and thought it would not find the paired open and not parse it (some forums do that)
  4. Ta da! That's why you have to read every file in the directory manually. You won't be able to convert a playerName string into that player's UUID without the EntityPlayer object (99% sure). And even if you could, where would you be pulling that name from anyway?
  5. I don't mean "sometimes receive ticks." I was blurring together onNeighborBlockChange for the block. That wouldn't be affected, and that's what I was trying to get at.
  6. No, that is not manulally. File temp = new File(playersDirectory, playerName + ".dat.tmp"); You can't use playerName, you don't HAVE a playerName: they're offline.
  7. Ah, there. No that was fine. I was having trouble reading it as a constructor not as the class declaration.
  8. Oh I didn't know this! Fancy! Now, does that work for blocks that only need updates on occasion, i.e. neighbor-changed? I'd love to be able to slim the performance on a multiblock I have (TE required, but it does nothing every tick, but does need to know when its neighbors change).
  9. public Anderosite(){ I hope this is not all you have on this line.
  10. That is GitHub's URL, it is not a link to YOUR git repository.
  11. You may have to jiggle with the BiomeGenBase#temperature and BiomeGenBase#rainfall values to get what you want. I got it snowing in a desert last night, but only worked after I dropped the temperature down below 0.2 (otherwise I got rain). Whiiiich is actually kind of a pain in the arse for me, as I'd like that value of change over time and I was hoping I didn't have to modify it (on account of then no longer having the original value).
  12. [quote name="Tuhljin" post="136305" timestamp="1420903085"] Ah, BBCode, that makes sense. I actually work in BBCode all the time but forgot about it here. Guess I'm used to forums where it only shows when you hit a button for it. I edited the post to clean that up. [/quote] The tag is magic.
  13. So true. Due to the way some of the events I'm using interact with threads (that is, they're fired on different threads and my handler wants to use the same not-thread-safe object) I've had quite a bit of trouble squashing some concurrent modification crashes. I think they're gone, now, though.
  14. if(stack.stackSize <= 0) { stack = null; } ?
  15. Setting a random metadata facing, perhaps.
  16. I have a liquid, it happens to be finite, but as far as I can tell this issue is related to "a block being a liquid." If a forge liquid exists in the block above lava, the player cannot jump out of the lava. They get ever so slightly slowed down and can't jump high enough. What's worse is that it's not "this one block the player intersects" but all adjacent blocks as well: one block North, South, East, West, (including diagonals) and the same selection one block up. If any of these blocks is filled with a forge liquid, the player cannot get out of lava. How can I fix this?
  17. I already told you. Your method is called addCraftingRecipes not register. Change it.
  18. Fukin' hell. Basic java man! Your method is called addCraftingRecipes not register !
  19. Without your CraftingManager class and seeing the imports of your main mod class, we can't help you.
  20. Don't forget to clone it.
  21. That sounds like something maby forge should do. Have fun convincing Lex that it's important.
  22. Huh, not for me. Ah, a 1.8 change >..> Anyway, yeah. Do what diesieben07 said.
  23. You'd (probably) have to ASM the BlockWater shouldSideBeRendered method to properly check for adjacent block material type being coral.
  24. Yup, Z-fighting. And by "slightly" an offset of 0.01 is usually enough.
  25. loop { if(condition == true) { //your current return true, commented out } else { return false; //new } return true; //new }

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