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Draco18s

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Everything posted by Draco18s

  1. Touche. Point was, for 99% of usage, a modder doesn't have to treat them differently from what I recall. With the new JSON files, it's completely obfuscated as to what actually happens serverside and what happens client side. I, as a modder, don't need to care but I do need to make sure that I call world.playSound(...) on the server or it won't work correctly.
  2. Your items aren't saving because your for loop is fucked up.
  3. Oh I love these. Lets see here... This error, this "MissingModsException" is a crash related to the fact that a Mod is Missing.
  4. The client only knows about one world: the world the client is in.
  5. ...you're going to need to figure out for loops before you can even get to GL11 operations.
  6. Optional in the sense that if you don't have it, the program can still function...for some definition of function. It is possible to write a for loop thus: for(;{ //code } But you kind of have to know WTF you're doing to use it that way. Also, the missing i++ is not your only problem.
  7. Actually, sounds are/were both client and server. The server had to relay the fact that sounds were occurring to all clients. The server never plays the sound file, but it does know about it. Particles are kind of the same way.
  8. Yes. Write the value to the file when it is modified. And yes, you can do that. Property cw = config.get("General","myconfig", true); /*do something to it*/ cw.set(new_value); The best part is, you can save your config file reference as a static property (gasp!) and access it from anywhere at any time (shock!) or if absolutely needed, you can use the FileIO classes directly (awe!)
  9. for(a; b; c) { d } is the same thing as a; while(b); { d; c; } Hint: where are you changing the value of i? Edit: Whoops. Made a mistake late last night.
  10. Do you know how to loop? At all? This line is wrong, very very wrong. for(int i =1;i==inv.length;)
  11. There's also "cheaty" ways of doing what you need. If you're just trying to render an item, you can do this: RenderManager.instance.renderEntityWithPosYaw(es.itemEnt, 0, 0, 0, 0, 0); 'es' is the TileEntity being rendered (this line is in my TileEntitySpecialRenderer and Model class structure) and the TE holds a reference to an item entity object (the object you get when you drop items on the ground, but this one is not added to the world) and then I just tell the renderer to render it (and have some GL11 calls to position and rotate it where I'd like it to render). See line 57: https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/client/ModelPedestal.java
  12. Ha, that worked, awesome.
  13. If anyone finds one (or makes one) I'd love to know. The schematic converter I have is from 1.5 and while functional, it's a pain to go in and update all the references.
  14. Usually, but not always. Check each mod's forum thread (or wherever you got it) and see if they have known issues. For example, I know that Mystcraft is not compatible with 1.7.10 (well, it is now, there was an update) due to using other dimensions. Basically, everything was fine unless you went into a Mystcraft age, then it shat the bed. Or if you have a bunch and don't want to check them all individually, back up your save before trying 1.7.10. If something goes pear shaped, at least you have a backup.
  15. I have no idea what's wrong here, but essentially my problem boils down to this: When using the GUI for my block, all the slots update correctly, including the output slot. When using a hopper to input (or extract) items, the output slot does not update at all (although it is saved, exiting and reloading shows the correct stack size). I'm not even sure where to look for trying to solve this as it only occurs when specifically using the hopper (not using any mod added item transport). And yes, I am using markDirty().
  16. Yeah, that's what I thought. I'll mess with it again, but when I tried pointing it at "C:\Program Files\Java\jdk1.7.0_45" (this is my work computer, but the version number looks the same) it still failed with the same error. Edit: For extra WTF, my work machine (where I was able to successfully install Forge) does not have a JAVA_HOME environment variable: o..O
  17. OK I figure out what the problem is, not sure what I need to do to fix it. Apparently, my JAVA_HOME variable doesn't point to the JDK (which I do have installed). Not sure where I need to point things.
  18. Was in the middle of a post, and trying a fresh install (around half done), when my computer abruptly shut down so hard and fast Firefox lost all my open tabs (including recently closed history). Not quite. Download Forge Src, unzip, run gradlew setupDevWorkspace, run gradlew eclipse, point Eclipse at the "eclipse" folder, try to run the game, start this thread, try suggestions in the first reply (run gradlew setupDecompWorkspace, run gradlew eclipse), still have issues, make my last post. I did the commands separately, as that's what Forege's README says, as well as recalling issues from the early days when piping the two commands would cause it to fail. Note that 'setupDecompWorkspace' is not mentioned in the readme itself. For shits and giggles, I'm in the process of starting over (as I'm on a different machine). Download Forge Src, unzip, run gradlew setupDecompWorkspace eclipse, point Eclipse to the "eclipse" folder. Start Eclipse, click play button.... (...Saving post...) Ok that worked. I'll have to poke at my home machine tomorrow (busy tonight) and see what the difference is.
  19. Yes I ran gradlew eclipse. Even re-ran it. And no, it still doesn't work. And even after setupDecompWorkspace I don't have javadoc/sourcefiles.
  20. Do you mean setupDevWorkspace? Nothing I was reading on getting setup used DecompWorkspace. Or...an "eclipse ForgeGradle" command. Not sure how I'm supposed to run that one. Anyway, running setupDevWorkspace (and setupDecompWorkspace) didn't help. I'm also annoyed that none of the vanilla classes have "attached source or attached Javadoc." I used the vanilla source to figure out how to do so many things back in 1.6 and I was pretty sure this was one of the things that was "going to be provided, but not yet available" back when ForgeGradle was new.
  21. Yeah, I have no idea what's wrong. The only other thread I found relating to this was someone who was trying to install Forge into Minecraft and Minecraft would crash with that error. Me? That's the only thing in Eclipse's console when I try to run the project.
  22. GL11.gl_Translate GL11.gl_Scale
  23. Blocks do not have instances in the world. They're simply a giant array of integers (and associated metadata). In order to have more complex behavior than "I am block ID 5!" you need a TileEntity. Chests, furnaces, brewing stands, and so on are all tile entity blocks.
  24. And....that call will only return the player that is using the client that code is on. It will not get other players within the client's view frustum.

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