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Draco18s

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Everything posted by Draco18s

  1. Line 235 https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/entity/TileEntityDisplayPedestal.java
  2. ASM and Reflections (I'm told they're different things, but having done little to none of it myself) is the ability to modify the Java bytecode at runtime, which allows you to do fancy things like access private variables or modify/overwrite functions without having to do base class edits. "More potions" tends to need to do this, as the potion array is only large enough for Vanilla.
  3. So strip that downcast too? And then the other end of things would need a "readInt" instead of a "readByte"
  4. Eeeee, yeah, you're going to have trouble without using ASM or Reflections.
  5. You haven't looked at the stats feature in Minecraft have you? It tracks the number of blocks of given types mined, broken, placed, and so on. disableStats() just turns stats off for that block.
  6. I would create a custom enchantment for that, actually.
  7. Define "safe place" that doesn't involve modifying the blocks that are already there. Keep in mind that "sky exposure" is potentially deadly. In any case, I think I have a solution.
  8. Given that the problem was solved by reinstalling the source code (Eclipse remained untouched) I don't see how Eclipse's settings were effected. Secondly, whatever happened happened between "closing Eclipse" and "opening it the next morning."
  9. Exactly! It took a combination of reading an article about how OOP is used "incorrectly" (too much reliance on GodClasses--yes, even Minecraft) and the solution (entity-component pattern) and trying to mimic that using NBT data that I realized how awesome such a pattern is. It wasn't that I didn't see the value in it, it was that I didn't understand how to design for it. Once I had a mod that did that it was trivially easy to convert things over into an API format so that other people could make mods for my mod. And thus I discovered the Factory Pattern.
  10. Meaning there's a downcast on the dimension ID sent between the server and client? Or that a full integer would exceed the maximum packet size? Or...? Kind of reeks of "why is this value even stored as an integer in the first place, if it's going to be constantly downcast to a byte?" :\
  11. You're doing it wrong. GameRegistry.addRecipe( new ItemStack( StoneBrickTile, 4 ),"SS", "SS", 'S', new ItemStack(Block.stoneSingleSlab));
  12. Register your tile entity. GameRegistry.registerTileEntity(...) Was "Report this to the mod author" and "This is a bug!" not enough of a clue?
  13. We need more code to help you. 1) Where is your proxy variable declared? 2) Does your client proxy extend your common proxy's class?
  14. Not sure animated textures without light from torches on them are going to display as full bright. :V
  15. ItemEmptyMap line 29: mapdata.dimension = (byte)par2World.provider.dimensionId; MapData#dimension is already declared as an integer.
  16. I have no idea how you'd do this....but Thaumcraft 3's ores did it.
  17. This is not correct. BASEFOLDER/forge\mcp\src\minecraft\assets\Mcmkingdoms\textures\blocks
  18. It'd actually be "one client" most of the time, as it's not drawing the result in the world, but rather in a GUI. But yes, that does pretty much account for the work that needs to be done. May or may not work. Imagine if the link destination is entirely covered in lava....
  19. ...Right. Tile Entities don't inherit from Entity. Sometimes the class hierarchy sneaks up on me ('s what I get for not opening Eclipse and double checking).
  20. Screenshot of zip directory layout needed at this point.
  21. Because seeing where a portal-like-object is going to take you before you go is a waste. :U Hmm. Wouldn't I need a world to spawn the object into first?
  22. I have a dimension ID of the location to render, which is not going to be the dimension that the player is currently in 95% of the time.
  23. I'm using this as part of an API package for another mod. They expose a section for rendering some effects on a specific GUI screen--what I'm trying to do is a future-goal as it is, the mod author just hasn't figured out how they want to send the world information to do this rendering yet, thought I'd take a stab at it.
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