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Draco18s

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Everything posted by Draco18s

  1. Use other methods before resorting to try/catch. Try/catch is pretty resource intensive compared to "if(str != null)"
  2. Try digging into the vanilla crafting handler. It has a way to detect if the recipe inputs have a bucket-of-material and if so, to leave an empty bucket in the crafting grid.
  3. That array list is likely the list of item stacks that are valid inputs for the given slot. Remember that the ShapedOreRecipe and ShapelessOreRecipe are classes that use OreDict strings instead of item stacks, so that mods that add various new woods, ores, and so on are all intercompatible.
  4. Buckets are returned automagically by the vanilla crafting system. Warning: it returns one bucket. If a recipe needs two (or more) those have to be handled with Forge Events. With what you're doing, you're likely going to have to write your own crafting handler and include a second output slot for the buckets. Do note that there are other (mod) recipes which deal with similar things, such as tools, that will also not-work with your current setup (e.g. RedPower's hand saw, IC2's hammer).
  5. And I certainly do know how. I'm just not going to write your code for you. I've made several mods which involve textures.
  6. Because that would require that I instruct you on the basics of Java. At which point I point you at my signature.
  7. The brewing stand is...complex and obfuscated to say the least. Brewing recipes basically work on a series of bitwise operators, each ingredient performing a given action to flip the desired bits so the end result is the output potion's damage value. Good luck mucking around with it.
  8. Because you never tell it what texture to use.
  9. http://www.minecraftforge.net/wiki/Icons_and_Textures#Texture_Code
  10. They're variables like any other variable. Use them as variables that have values and do whatever you want to.
  11. The block class is a singleton class (HEYO) so you're going to need a tile entity for this.
  12. Because you never tell it what texture to use.
  13. nbt.setInteger("MyCooldown",400) ?
  14. Hehe. I had that exact same problem, but with a loop yesterday.
  15. Is it doing what you want? No? Then yes, it's wrong. Start adding system.out () statements to see what is going on.
  16. That code, if it ran, would kill the entity that throws any splash potion
  17. Diesieben07 is basically correct. Is not impossible, i have seen a plugin mod for Mystcraft that can load a second dimension and render the view. I don't know how he did it (my method was to render the view on arrival, save it, then transmit that data when it was need).
  18. Your constructor for BlockColoredFlame never calls super. As for the crash, you overrode registerBlockIcons, but you didn't override getIcon, and BlockFire's getIcon returns an IIcon from a private array, which you didn't write into. Or allow to be initialized at all.
  19. .

    Draco18s replied to TylerCraft10's topic in Modder Support
    Now you're not initializing DarkBlock.
  20. That sounds like your loop isn't....looping.
  21. At what point in the program are you getting that? And it is correct for some points in the program: 1xitem.dyePowder@0 is a recipe result in the recipes list.
  22. Start adding system.out lines to figure out what the program is doing and narrow down the line that isn't doing what you expect.
  23. ItemStack.areItemStacksEqual(resultStack, recipeResult) should compare the two stacks. What seems to be the problem? Keep in mind that you have to set the resultStack stackSize and ItemDamage as well, otherwise it won't see the two stacks as equal (think about crafting torches: the result isn't 1 torch, it's 4!).
  24. Config arrays are a little weird. Essentially yes, but I'd suggest having a config option you don't use that contains 3 values so there's an example of the correct syntax. I'm pretty sure the whitespace Forge adds isn't required, but it does format nicely.

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