Everything posted by Draco18s
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[1.8] Edit offline Players Data (URGENT!)
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.
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[1.8] setHarvestLevel undefined (solved)
Ah, there. No that was fine. I was having trouble reading it as a constructor not as the class declaration.
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[1.7.10] Block NBT?
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).
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[1.8] setHarvestLevel undefined (solved)
public Anderosite(){ I hope this is not all you have on this line.
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[1.8] iv been trying all day! please tell me what im doing wrong!
That is GitHub's URL, it is not a link to YOUR git repository.
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1.7.10 Making it rain in all biomes
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).
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[1.7.10] GUI: My renderToolTip call doesn't include extras from e.g. NEI/Waila
[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.
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[1.8][SOLVED] A few questions regarding server modding with 1.8
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.
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[1.7.10]Item Damage Wierednes
if(stack.stackSize <= 0) { stack = null; } ?
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How do I generate blocks onthe surface (Like flowers)
Setting a random metadata facing, perhaps.
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Interesting Problem with Liquids
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?
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Crafting code not work
I already told you. Your method is called addCraftingRecipes not register. Change it.
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Crafting code not work
Fukin' hell. Basic java man! Your method is called addCraftingRecipes not register !
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Crafting code not work
Without your CraftingManager class and seeing the imports of your main mod class, we can't help you.
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[1.7.10] Smelting pickaxe
Don't forget to clone it.
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[1.8] Rendering of non-water blocks underwater
That sounds like something maby forge should do. Have fun convincing Lex that it's important.
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[1.8]Don't you just love updating?
Huh, not for me. Ah, a 1.8 change >..> Anyway, yeah. Do what diesieben07 said.
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[1.8] Rendering of non-water blocks underwater
You'd (probably) have to ASM the BlockWater shouldSideBeRendered method to properly check for adjacent block material type being coral.
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[1.7.10] Custom Tile Entity Renders with Different Shade than Original Texture
Yup, Z-fighting. And by "slightly" an offset of 0.01 is usually enough.
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Trouble with for loops for a simple multiblock
loop { if(condition == true) { //your current return true, commented out } else { return false; //new } return true; //new }
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Trouble with for loops for a simple multiblock
Because you return true if the first time the loop runs it finds the blocks. You didn't let the loop finish.
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[1.8]Don't you just love updating?
theShaderGroup is already public. So I still don't know what you're trying to do.
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Concept of Layers in Terrain Generation
True enough. I'm not sure how I'd go about "solving" the problem, as that kind of mesh network doesn't really have a concept of "edges" that you can go "oh that location is at / near an edge, do X."
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[1.8]Don't you just love updating?
Correctly. Why are you trying to get a field from EntityRenderer that is called "EntityRenderer"? That field doesn't exist.
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[1.7.10] Custom Tile Entity Renders with Different Shade than Original Texture
Its because you aren't using smooth lighting code. You're using the fast lighting code (if you turn off smooth lighting in the options I'll bet you can't tell the difference). And heads up: smooth lighting code is a bitch. I gave up on it when I was doing whateverthehell it was that I was doing that was similar.
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