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Draco18s

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Everything posted by Draco18s

  1. I think I am. adminiumPickaxe = new TriniumPickaxe(IDs.adminiumPickaxe_actual,) etc..... That's USING the variable, not GIVING IT A VALUE. *Facepalm* int a; //a does not have a value int b = 10 + a; //b is now undefined becasuse 'a' DOES NOT HAVE A VALUE
  2. There's also an .equals() function in class ItemStack, which will compare two item stacks for equality (same item ID, same metadata, same NBT tags).
  3. You would have to loop through the 16 variations on x and z. Best bet is to pick a spot inside the chunk (add that value to those two lines) and when you find clay, then loop across x and z.
  4. Same class I've linked like three times. Lines 84-122.
  5. I would suggest that for held items, that the light value just be grayscale lighting (i.e. like vanilla). I don't think its really worth the overhead of trying to do calculated lighting on inventory items and ItemEntity objects.
  6. If you have background in any language, then you should be OK. I picked up Java (well enough to mod) by trying to mod. There's no way I could ever create a huge chunk of something like Minecraft from scratch (managing GUIs, rendering, multiplayer...nope, can't build from scratch)
  7. Oh god. Someone on this forum, but that was weeks ago. I don't even know how I'd go about searching for that post. Ah ha! Found it. http://www.minecraftforge.net/forum/index.php/topic,12811.msg66406.html#msg66406
  8. That's also the general reason why Forge doesn't do any auto-ID assigning. Mod load order (which could be different between client and server, despite having the same mods) could alter the ID assignment. I hear that Minecraft 1.7 will supply a solution to this, though.
  9. You would need to poll the chunk for those blocks (see my "locate stronghold" code) then perform a replacement if the RNG says so.
  10. Make sure you added the right Forge version to your clean workspace.
  11. Ah yes, I know of it. No idea if that's up to date or not. I do admit that it has advantages over my tool, though I built my tool as a no nonsense checker. It has its flaws, but it should at least get people to understand how config files work so that when it does fail, they can do it manually.
  12. DEcompiling. He doesn't have code. I would delete your entire setup (the Forge folder) and redownload.
  13. Take a look at my IWorldGenerator class again. Specifically the ch variable.
  14. I have my own set IDs.java which holds all my IDs. which is the code below public static int adminiumPickaxe_actual; That line does not set a value. Where is that variable initialized?
  15. You mean http://www.minecraftforum.net/topic/1597274-tool-block-id-conflict-resolver/ ? It shouldn't need updates (other than there being configs it outright won't handle).
  16. You mean weapon damage? Yeah it exists, though a mite annoying to add. The "attached" function is the only one you're interested in: https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/components/ComponentDamage.java It should be noted that this is a custom class type and that function is run when the item is instanciated (and deals with NBT to determine material), so for you you just need to put that into your item's constructor.
  17. Change every instance of ItemStart++ that you have like this: public static final int beefStew_default = ItemStart ++; to ++ItemStart Or you'll get a conflict error because... int i = 0; System.out.println(i++); //prints 0 //at this point i is equal to 1 System.out.println(++i); //prints 2
  18. Check the function at line 391.
  19. Ignore it. Client and server are the same thing these days, I don't know why that error is there, but it's not critical.
  20. par3/4/5 are an XYZ block location. IWorldGenerator passes a chunkX and chunkZ (so cX of 10 = world location of 160). You'll have to calculate Y manually. See this class for an example.
  21. There are no sprite indexes any more. Sprite sheets are generated at runtime from separate icon images.
  22. return true/false; -> return;
  23. Uh huh. You add the unimplemented methods, the move the code that exists in the methods you have into those methods.

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