Everything posted by larsgerrits
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Forge fps drops
How many mods are you using? And with what specs? The more you use, the laggier your Minecraft will be.
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[1.10.2] Convert a piece of code
Without more context, we can't help you. Also, CodeChickenLib is already updated to 1.10.2: https://mods.curse.com/mc-mods/minecraft/242818-codechicken-lib-1-8 . Why update again?
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[1.11]More problems with custom item
Utils.getLogger().info("Battery multi: " + batteryMulti); Utils.getLogger().info("Total multi: " + batteryMulti * coilMulti); What are the outputs of these? I suspect the call to ItemStack#damageItem is working, just with a value of 0.
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[1.11] Block always faces north
They're probably in the middle of migrating the status', with this being the default.
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[1.11] Block always faces north
My bad, missed that.
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[1.11] Block always faces north
Whenever you are crashing, post the crash.
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Updating a Mod - How to do it correctly?
Whenever something changes, you should go look at how something in vanilla which does it a lot like yours, and looking at which what the methods changed into. For example, if you went and looked into the fence code, you can see how it detect blocks around them for its connections. This is when you see it now uses IBlockAccess#getBlockState with a BlockPos argument, instead of IBlockAccess#getBlock with 3 integers. Also, learn how to use your IDE. For example, every 3 integer parameter were changed into a BlockPos parameter, you can use your IDE to override those methods, and it will automatically insert the correct method signature for you. And you can use your IDE for more stuff which will help you update. The more updates you go through, the better you'll get at finding how to update your code, and combining that with asking questions on this forum, will get you a long way.
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Updating a Mod - How to do it correctly?
(Almost) every method that took 3 integers takes an instance of BlockPos. IBlockAccess#getBlock is now IBlockAcces#getBlockState, which should call most methods on that you previously called on the Block instance.
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Forums Migration/Upgrade
A few things I've noticed: Editing directly using BBCode doesn't work (is the forum still going to use BBCode or something else?). This means some tags like [tt] and [nobbc] don't work anymore, while the [.code]tag does work. I'd rather see all the tags working like before instead of some working and some don't. One of the main things I've missed is the inline code tag ([tt]), Code blocks keep getting bigger after 10 lines of code, instead of getting a scrollbar, making posts like this and this extremely long while it shouldn't have to be. For me, the header and footer continue all the way to the right, while the "body" part (threads and comments) don't. I don't know if this is intentional or a styling issue. Overall, I like the new design. It's got some design flaws, which may or may not be specific to me. If you want to hear them, I'll post them here or in a PM if you want.
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[1.10.2] IBlockAccess access.getblock not working
Do you know Java? Do you know how to create a new instance of an Object? You should learn at least learn the Java basics before trying to mod.
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[1.10.2] IBlockAccess access.getblock not working
You either create a new instance of BlockPos, or use one you already get from method arguments. In this case, you have to create a new instance.
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[1.10.2] IBlockAccess access.getblock not working
(Almost) every method taking 3 coordinate integers take a BlockPos argument now.
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Interfaces vs Capabilitys
Here's the documentation on capabilities: http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/. This explains capabilities, and how to use them. 1) You should be using capabilities if you want your mod to be able to work with other mods, e.g. have another mods pipes be able to extract and input items into your inventory. You can use interfaces if you are only gonna use it for your own mod, and no other mod has to use it to work with yours. 2) Forge has added capability support for the vanilla inventories, e.g. chests and furnaces. Ever modder should support capabilities. The main goal is, for inventories in this case, to say TileEntity#hasCapability on ANY TileEntity , and if it returns true , get it using TileEntity#getCapabilit and manipulate that inventory and let the TileEntity itself handle everything else. Other people probably know how to explain it better, but this what my general idea of capabilities looks like.
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Forge Mod loader not starting up minecraft
1.7.10 is no longer supported by Forge.
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Forge Server 1.7.10 crashing when using the mods from skyfacotry 2.5
1.7.10 is no longer supported by Forge.
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[SOLVED] set the container item for only select metadata items
Override Item#hasContainerItem to return true if your item has a container Item . Then in Item#getContainerItem return the correct container Item for each metadata.
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Minecraft 1.4.2 crashes on start up
1.4.2 is no longer supported by Forge.
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1.11.2 Server Problem Can't Connect
- [1.11]Getting active potion from entity
So you DO have code related to the problem? So post it.- forge: minimum version required is 10.13.4.1566
- Forge 1.11.2 Server Can't Connect To It
I'm not going to download a random file from the internet. Please post the videos somewhere online, like YouTube. Also, can you post the logs?- MOVED: Forge keeps telling me to update java
This topic has been moved to Support & Bug Reports. [iurl]http://www.minecraftforge.net/forum/index.php?topic=44996.0[/iurl]- [1.11] How figure out if an entity is entity part?
You want to check instanceof EntityLiving, then cast. You are literally saying the same stuff, so why bother commenting? EntityDragonPart doesn't extend EntityLiving , so you can't cast it to that. It is directly extending the Entity class.- Fatal error from CONSTRUCTING to PREINITIALIZING
1.7.10 is on longer supported.- How to run minecraft from Eclipse?
How did you setup Forge? It should already put GradleStart as the main file. - [1.11]Getting active potion from entity
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