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Draco18s

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Everything posted by Draco18s

  1. Block#shouldSideBeRendered ? Don't have 1.7.10 in front of me, but I imagine that that function still exists.
  2. Lets see, I started with the link...clicked into /src, because I want source code, then /main/java/vazkii/botania for obvious reasons (some of those folders are empty. Then with the resulting list of "api" "client" and "common" I picked "common" because its not going to be the API nor is it client-side code. I then discovered a folder called "crafting" and inside that I found ModPetalRecipes.java GOD, that was SO HARD.
  3. BTW, you don't need to override that method, just invoke it.
  4. Derp, you're right. Stupid metadata. :V Would still leave you 11 values to work with; about 5 and a half minutes per. You'd just have to make sure that mucking around with those higher bits doesn't do odd things to its placement (use bitwise operators). Or you can reflect the sh*t out of things. Fair warning: if you're not familiar with reflection, this method is likely going to take you a very long time to implement correctly. Reflection is the library that lets Javacode modify itself, so it gets complicated and weird quickly.
  5. I have not seen any way to "unschedule" an update tick. You might be better off scheduling a 5 minute update tick and using metadata (so after 5 minutes, you increment by 1, if it's now 16, break the torch, if not schedule another update). At worst someone will lose 4 minutes and 59 seconds worth of torch by popping it off the wall and replacing it.
  6. setBlockName You can easily go into the Block class and start searching around. If you searched for "unlocalizedname" you'd have found the property "unlocalizedName" followed quickly by public Block setBlockName(String p_149663_1_) { this.unlocalizedName = p_149663_1_; return this; }
  7. My bad. I'd only remembered seeing the function before and its javadoc ("Updates the blocks bounds based on its current state. Args: world, x, y, z")
  8. There's also setBlockBoundsBasedOnState, which has the entire point of returning different bounds based on metadata.
  9. Well, for starters, "copperOre" is not the correct string to map your ore to if you want it to be considered identical to another mod's copper ore. http://www.minecraftforge.net/wiki/Common_Oredict_names
  10. Also a screenshot, because that's hilarious.
  11. You can also access the player entity's rotation.
  12. "lumberstock" != "Lumberstock"
  13. Best guess: you "refreshed" your computer by reinstalling windows and it deleted (or moved) all of your user data. This isn't really a Forge issue...
  14. This line is doing nothing: GL11.glRotatef(180.0F, 0.0F, 0.0F, 0.0F); If you want it to actually rotate by 180 degrees you need to specify an axis (hint: make those 0s not be all zero).
  15. The up and down motion is likely from the fact that EntityItems bounce a little. The lighting issue sounds familiar, but I can't recall.
  16. Too much data. Maximum packet size, IIRC, is ~32,000 (32,767). That or ~64,000 (65,535), I forget which but either way, 812,000 is an order of magnitude larger. Somewhere....curses, can't find it, but diesieben07 has a package somewhere that will automatically break large packets up into smaller ones and reconstruct them. Edit: Found the project I used it for, which is 1.6.4, but it might help. https://dl.dropboxusercontent.com/u/7950499/LinkRenders.zip Essentially what that mod does is plugin to Mystcraft and store bitmap data in an NBT that it saves and reads from the server hard drive, transmitting the data with packets (took 4 when I was doing it manually). I verified that the MultipartPacket classes are in the archive, so that appears to be close to the last version I was working on (I stopped, as I got it to "usable" and someone else came along and did one better having been inspired what I had accomplished).
  17. ... because MCP. Which makes me wonder why no one's fixed it. If it's something on the decompile end of the spectrum, why has that name persisted for....what, two years now?
  18. I don't know. I gave up a long time ago trying to correct it.
  19. It works, but I'd suggest calling blck.removedByPlayer(...) instead. removedByPlayer lets the block destroy itself, as well as call any ancillary functions that it might have that happens when the block is destroyed (I'm actually working on a mod right now that overrides this function). I'd also suggest inserting a call to blck.onBlockDestroyedByPlayer(...) somewhere as well (before the call to removedByPlayer or setBlockToAir).
  20. https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/client/ModelPedestal.java Scroll down to line 60. Should give you enough info.
  21. ....because Vanilla.
  22. Override public boolean getIsRepairable(ItemStack par1ItemStack, ItemStack par2ItemStack) { }

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