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Draco18s

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Everything posted by Draco18s

  1. And did you run "gradlew eclipse"?
  2. Yes and No. Entirely depends on what you mean to do with it.
  3. Particle size is irrelevant. It's the fact that the texture is getting reset, which is why I posted those two classes.
  4. Draco18s replied to a post in a topic in Modder Support
    Looks like you passed a null item to the Creative Tab
  5. Make sure you enable glBlend
  6. Particles are a huge right pain in the arse. Take a look at this and this.
  7. The noest of nos. There's a reason I referenced the item stack NBT data.
  8. [me=Draco18s]chalks up another one to "did not read IDE's code hinting options."[/me]
  9. public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { if(par1ItemStack.stackTagCompound.getIteger("onItemRightClickDelay") == 0) { par1ItemStack.stackTagCompound.setInteger("onItemRightClickDelay", 5); //do stuff } } Then you can either tick that value down in onUpdate or you can wait for the onItemStoppedUsing (sp?) and set it back to zero
  10. Thread sleep should never be used for delayed events. As pausing the game wouldn't pause the timer. Always always always use the tick event or onUpdate method of an entity.
  11. You can offset AABBs by the look vector so that the AABB is only in front of the player. It's like f*cking magic.
  12. So descriptive.
  13. is PacketDispatcher.sendPacketToAllAround not sufficient?
  14. Well. You didn't include any of your GUI classes and you don't have a packet handler.
  15. player.getLookVec()?
  16. Your save function doesn't save the NBT back to player.worldObj.getWorldInfo().getNBTTagCompound() in any fashion.
  17. ... What part of "these don't match and they need to" do you keep not getting?
  18. You mean multiply by 100, round to the nearest int, then divide by 100? actualX = configX / intendedDefaultScreenWidth * currentScreenWidth Ditto for Y
  19. "Could not load texture, using fallback" is an error. It shows up when it can't find the indicated texture. Post that. LanguageRegistry.addName(lightBlock, "Light Block"); Do not use the language registry. http://www.minecraftforge.net/forum/index.php/topic,16277.msg82670.html#msg82670 package com.mod.Mod; GAH! Please use intelligent package names >..< public static final Block lightBlock = new LightBlock(2900,Material.ground).setCreativeTab(CreativeTabs.tabBlock).setResistance(4f).setHardness(4f).setBlockName("test").setLightLevel(0.8f); AHHH! So many problems with this. 1) Don't use static IDs like that, use a config file 2) Don't define your blocks outside of a function like that, do it in your preInit function. That way you can get access to the config file. 3) Move all those setXXX() functions inside your block class. Yes, I know vanilla did it this way, but vanilla doesn't have to deal with: 1) Config files. It's blocks are vanilla and will never have ID conflicts 2) Can define its blocks whenever the hell it wants to (on 3, it's just cleaner) Pirple Are you intentionally misspelling this word? public static final String MODID = "examplemod"; Please use the same asset folder directory name as your mod ID. This makes things clean and tidy. Last thing: Screenshot of the directory to your texture files.
  20. Why not? I use it all the time Because you know what it's for. All these newbs go and do stuff like this: function someArbitraryFoo(World world, int x, int y, int z) { if(!Minecraft.getMinecraft().getWorld().isRemote) { //do stuff } } Because they think that's the only way to get access to a world object. It's like, "hello, it's passed to you" or "hello, that object contains a reference to its own world object" or "hello, you're coding inside an entity, it has one already."
  21. 1) Your item class has no package declaration. This is bad practice. 2) I don't know what your declared mod ID is, but if it is "mainclass" that is an awful mod ID. 3) Did you put your texture inside a folder called "items" inside the directory you indicated? 4) You didn't post an error message 5) You didn't post your main mod file
  22. Because onItemRightClick is run both client and server side. I know, it doesn't make any sense. Just realize that the client and server are doing different things, but the client sees both because particles actually DO exist on the server.

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