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Draco18s

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Everything posted by Draco18s

  1. Well, not having the error log makes things trickier, but... event.harvester.getCurrentEquippedItem().getItem(); I see a lot of things in that line that might be null in some cases and would crash the game. Remember: punching trees gives you wood.
  2. Being away from the codebase makes checking stuff hard. Thanks again. I'll....get back to it....eventually
  3. I recall that there's a way to determine if you're not actually using your inventory.....wait, no. I was doing something else....never mind.
  4. Ah ha, there we go. I was trying to back-track the calls to figure out where the extraneous ".name" was coming from, should have gone down the stack trace a little more. I know how to do the translation (I've used StatCollector.translateToLocal before), it was more a matter of which function to override where. And this is for blocks, so it'll be in the ItemBlock class, ya?
  5. Hrm, alrighty then. Question sort of arose as I was getting up from my computer, so I wasn't sure where to look nor did I have the time TO look. But thanks for the pointer. But yeah, rather than take the same 7 or 8 overlays and apply them to the same four base textures and blob them all into the resources folder, it'd be "easier" to make the computer do it.
  6. An [img ] tag with a URL in it that ends in .jpg, .png, or .gif In this case, http://i.imgur.com/j1sL26u.png
  7. My guess is likely going to be "no, you can't do that" but I thought I'd ask. Is there a way I can take an existing icon (either by grabbing it from a block that was already registered or via the IIconRegister) and modify the texture data, prerendering an overlay? All in the purpose of "making my life a little easier through code."
  8. if(GuiScreen.isShiftKeyDown()){ //... } else { par3List.add("Press shift for more info"); } ? I mean come on...
  9. So I have a block class that I'm using to replace other blocks (it adds falling behavior per a small set of rules). Rather than construct a unique class for each original block I'm replacing I have one class. I'd like to be able to set the (un)localized name in such a way that I can utilize the original block's localized name and prepend an adjective (in this case, Unstable) so that the block has a unique name in-game. As far as I can tell, I can't do this. I can create an ItemBlock class which can take the block class's formatted unlocalized name and split into pieces and return some localization, but.... It's still considered unlocalized, gets ".name" appended to the end, and is run through the language dictionary again. Is there some subversion I'm missing or am I going to have to suck it up and add all the localizations myself, rather than one line "adj.unstable=Unstable" and let the other half be done for its already existent localization?
  10. It wasn't the naming but this 1 stands for dimensionID and 1 is the end Uh huh. But with those function names, you confused "surface" and "overworld" when it should clearly be "end" and "overworld"
  11. generateInOverworld(...) generateSurface(...) That naming. I applaud.
  12. Uh huh. And now its your job to take off the training wheels, look at the code, and figure out what it is that it's doing that you don't want it to do.
  13. One of your problems is that it's not generating IN the chunk being processed. Because your x and z location values are NO WHERE NEAR the chunk. It's off generating in Never Never Land and you don't know why.
  14. ...nor, apparently, do you understand the concept of random numbers. (And my bad, it would be somewhere South and East, but not 178/212 blocks except by sheer coincidence)
  15. You also don't seem to get the concept of "generate in this chunk." int i = x + random.nextInt(256); The chunk says, "Why yes, I would like to generate this structure. 178 blocks west and 212 north. Yes, that's 12 chunks ata way. What do you mean its a different biome? I don't care. Enjoy!" And also what that other guy said. Seriously. Copy-pasting the same lines into four places in your code is BadTM
  16. Because magic.TM Or rather, Windows is picky when it comes to file names. As files on your computer it doesn't give a shite what the casing is. But as soon as its in a zip file (and a jar file is a zip file with a new, magical, and unique extension) it MATTERS A WHOLE HELL OF A LOT.
  17. Wrong direction. Implement your own packets and packet handler.
  18. He starts that it does and the pictures show it, but he doesn't actually state that that is the problem and that he wants it to go away. The OP was equivalent to, "the sky is blue." Yes, yes it is. And..?
  19. Add your mood id to the texture path. "MODID:fireBlack"
  20. Ok, now I know even LESS about your problem than I had before: WTF are you trying to achieve that is not currently working?
  21. Well. You didn't say what's wrong, my guess is that it's rendering ALL of the shading when ANY block is looked at (based on your screenshots, also you shouldn't have turned off the GUI, because that removed the reticule). You're missing the code-bit that deals with the "looking" in your post (probably the TileEntity). So I can't be sure. But it looks like you've got something static that shouldn't be.

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