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Draco18s

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Everything posted by Draco18s

  1. Ok. Anyway, the jars are in (took me a little bit to figure this out, too) /mcp/jars/versions
  2. MCP is not a codebase. It's an external package that performs deobfuscation because it has the mapping between obfuscated and deobfuscated names. As for version, I'm asking what version the mod is for because that's the version of minecraft you need to use to decompile.
  3. EntityLiving != EntityLivingBase Your function is not identical to the function in the Block class (which is why the @Override is throwing an error and why the function is not being called). Not variable name, variable type.
  4. Because I know it works?
  5. Use a sided packet handler: clientPacketHandlerSpec = @SidedPacketHandler(channels = {"GenericRandom"}, packetHandler = PacketHandlerClient.class)
  6. That link is for ModLoader, not Forge (MCP is something else entirely). What version of Minecraft are you trying to work with?
  7. Sounds like a problem with that function. Add @Override just before it. That's not a "force save of the metadata" it's just a more complicated and memory inefficient way of saving the same info in a different way.
  8. That method won't do anything on its own, it needs to be called from somewhere. Also, I don't think his block cares about adjacent solid blocks the way a furnace does.
  9. 1) I'm pretty sure you're wrong, as I use that function for my TE block 2) There's also onBlockAddedToWorld
  10. You would just need to move the main mod class folder directory into the main minecraft .jar directory. You don't need to put things "in the appropriate place." But other than that, yes. No guarantee that it'll work, the decompiler might still throw a fit, but if it DOES work, 99% of the work will be done for you. The rest would be making sure there are no errors and verifying that it runs. From there it's just copying the decompiled source into your current dev environment (and then fixing any new errors that show up).
  11. Your best bet might actually to be to download the version of minecraft (the jar) for the version that mod is for, install the mod as if it was a jar mod, then decompile that. That worked previously (I did it once for Mystcraft, so I could look at the internals and figure out its API by example), not sure how well it works now (had trouble in 1.6.2?). Give it a shot, at least. Might not leave it in a re-compilable state without fixing errors, but if it works at all, it will work quite well.
  12. Either: a) google all of them and make sure they're updated for the version of Minecraft you're using b) start removing things until it works c) remove everything and start adding things until it works
  13. I don't think that'll work. At all. Ever.
  14. FYI: the vanilla overworld's surface has a minimum height of 63 (not counting under the ocean, unless you want your structure to be under water).
  15. You don't. It is indicating that that method is accessible with an instance of item stack. ItemStack.someMethod() //static method ItemStack#someOtherMethod() //non-static method
  16. ItemStack#getItem()
  17. *The D was intentional. And I was, actually. You calculated a rotation, and then didn't do anything with it. I am helping. I pointed out where your problem is, I'm just not telling you the solution. Hint: you're accessing the block's metadata to determine which direction to rotate the model. Where are you setting the metadata?
  18. public void onBlockPlacedBy(World world, int i, int j, int k, EntityLiving entityLiving){ int rotation = MathHelper.floor_double((double)((entityLiving.rotationYaw * 4.0f) / 360F) + 2.5D) & 3; } Congradulations, this function DOES NOTHING.
  19. Block.blocksList[theId]
  20. world.getBlockId(this.posx, this.posy, this.posz) ?
  21. You can also make the block have a shorter physics hull than rendering hull (think soul sand) and use onEntityCollideWithBlock. https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/block/BlockQuickSand.java You will need the physics hull to be at least 1% smaller than the actual hull, or the collision won't be detected on every side that you wish for the damage to be dealt (linked block is top, cactus is top and sides).
  22. "Dark magenta and black squares" is "missing texture." Check your logs.
  23. Probably not. Particles are rendered elsewhere in the code. Your best bet would be to create a thin plane and render the particle manually just prior to the candle cube. I don't have any example code, but there's math that can be used to determine which direction to rotate to face the player. I used it to create a plaque on one of my models, but I stripped out the rotation code.
  24. Basically for each pair of opposite sides (north+south, east+west, top+bottom) it figures out which of the 8 blocks around it would have an effect on the texture. Then based on which ones are itself it picks the appropriate texture and places it into the front of the array.
  25. IExtendedProperties You're probably also going to need a packet handler and some kind of GUI.

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