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Draco18s

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Everything posted by Draco18s

  1. You can't. If you're activating the block with redstone, how far away might the player be? Did a player even cause the redstone to activate (maybe it was a creeper on a pressure plate)? Are they even still logged in?
  2. protected ModelPhoenixBlastereModel phoenix; phoenix.render((Entity)data[1], 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0625f); And those are the only references to that variable. (Pro-tip: the variable is undefined)
  3. Or not, and animated.
  4. So you missed this section, line 155 if (this.attackCounter == 20) { this.worldObj.playAuxSFXAtEntity((EntityPlayer)null, 1008, (int)this.posX, (int)this.posY, (int)this.posZ, 0); EntityLargeFireball entitylargefireball = new EntityLargeFireball(this.worldObj, this, d5, d6, d7); entitylargefireball.field_92057_e = this.explosionStrength; double d8 = 4.0D; Vec3 vec3 = this.getLook(1.0F); entitylargefireball.posX = this.posX + vec3.xCoord * d8; entitylargefireball.posY = this.posY + (double)(this.height / 2.0F) + 0.5D; entitylargefireball.posZ = this.posZ + vec3.zCoord * d8; this.worldObj.spawnEntityInWorld(entitylargefireball); this.attackCounter = -40; } Nice searching there, chummer.
  5. The hell? What are you trying to do? Material should be passed to super() as Material.Dirt, not creating a new material.
  6. So...client sided config options?
  7. Because your xMax is less than your xMin (ditto for z).
  8. Grab one of those old/closed mods, open them up in JDGui. Any native java code and any custom code will be perfectly readable. It'd only be Minecraft code that'll be obfuscated and its highly likely that the HTML code will not be vanilla (therefore not obfuscated). If you do need to deobfuscate stuff, you can look at the MCP mappings (its a CSV file, which can be opened in a text editor). At the very least that'll show you what classes to look at.
  9. That's because it's using the new Forge Gradle system. http://www.minecraftforge.net/forum/index.php/board,118.0.html
  10. http://www.minecraftforge.net/wiki/Containers_and_GUIs Your TileEntity is required to write NBT data in order to be saved and loaded from disc, your GUI thing would be stored there.
  11. You would need a BlockContainer and a TileEntity to do this.
  12. The two params are: 1) The entity class you are interested in. 2) An axis aligned bounding box.* It's pretty widely used for things like splash potions and mob spawners. Also pressure plates, if I recall correctly. *You can get one by calling AxisAlignedBoundingBox.getAABBFromPool(xmin, ymin, zmin, xmax, ymax, zmax) if I am recalling the class and method names correctly.
  13. Why? The file can be named anything the user wants it to be named.
  14. http://www.minecraftforge.net/forum/index.php/topic,14386.msg73508.html Try searching next time.
  15. Minecraft is single threaded, wait and thread.sleep are only going to pause the whole game. You need to use the onUpdateTick method of the block and world.scheduleBlockUpdate(...) method.
  16. Ohhh I see. How can I make it request metadata from my block? You would need to poll the itemstack.
  17. Well, if you're creating a new TileEntityTable() to render in your hand (ItemRenderer line 9) then it's not going to have a blook to request metadata from.
  18. world.spawnEntityInWorld(someEntity)
  19. You would need a new entity to handle the lightning. The native lightning entity arcs down from the sky.
  20. My main class is draco18s.wispy.WispyBase so the first directory I see inside my zipped folder is "draco18s"
  21. Open up the zip in something like WinRar At the zip root should be a folder called firstdwarf If there isn't, you've done it wrong.
  22. (new SynapseIslandGen()).generate(world,random,chunkX,Y,chunkZ); <-- lets not use the random values we selected at all! Brilliant!
  23. This won't return different icons when the item takes damage: @Override public Icon getIconFromDamageForRenderPass(damage, pass) { if(pass == 0) { return iconA; } else { return iconB; } } Just because a value is available doesn't mean that the function has to do anything with it. If you were to use this code, you would get the same icon all the time, and it would look like iconB rendered on top of iconA.

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