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Abastro

Forge Modder
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Everything posted by Abastro

  1. Maybe you are doing it wrong. So is this what you need? : when a player spawns an entity, find a random location in the world that is close to the player. If it is that case, please specify what entity it is and when it got spawned by the player.
  2. And when do you need it?
  3. Please Post the relevant code(TileEntity and TileEntitySpecialRenderer) here, the Bitbucket does not allow to see the code without login. (or is it private? Then we cannot help you)
  4. What do you mean by 'it is pretty complex and breaks alot of stuff'? Need some specification for that part.
  5. Oh, that sounds interesting. So I'd use Refelction in similar situation, when it is necessary. Thanks. + What I mean by 'another way', it means that there is normal way, which is just 'calling normal method'.
  6. You can use ActionPerformedEvent for click. (Maybe ActionPerformedEvent.Post would do what you want) You can check if it is your button by comparing the button.id
  7. Of course you have to modify the size.. It is simple, you just need to modify width and height.
  8. The last two parameters of Tessellator#addVertexWithUV is the UV value, so you can change that.
  9. Hm. Thanks, so the those PRs are not acceptable. & I'll not use reflection to do this, since there is another way. (..actually I doubt that you read my thread, but nevermind)
  10. What.. I don't want to reflection AS WELL AS AT(ASM)! I didn't really want to copy the code... but if I should, I'd do it. + Would making a PR which simply changes the field to public be acceptable? + Actually I solved that. There is a method named GuiScrollingList#func_27256_c(int x, int y). It checks that a specific position is in the list, so I can get what I want by some trick.! (like putting y-slotheight/2)
  11. Maybe saving the unloaded chunks in a map in Chunk Unload Event?
  12. I found that when it unloads chunks, it saves the data directly after unloading the chunks. Maybe it is causing the issue.
  13. Wait, I found a vital limit.. There is a field which represents how much the list was scrolled: GuiScrollingList#scrollDistance. I should access to the field to find the position the element will be. But it is private, so there is no way to access the field without reflection. So, how can I solve this problem? Is there any breakthrough?
  14. On the Gui 'GuiGameOver', when you clickes Respawn button, It calls EntityPlayerSP#respawnPlayer(). It sends the packet 'C16PacketClientStatus' with the flag 'PERFORM_RESPAWN'. When the Server gets the packet, it ensures that the player really died, and call ServerConfigurationManager#recreatePlayerEntity(EntityPlayerMP playerIn, int dimension, boolean conqueredEnd) There it removes the died player and create a 'clone' player. At there, it gets the spawn position by EntityPlayer#getBedSpawnLocation(World worldIn, BlockPos bedLocation, boolean forceSpawn). (the bedLocation parameter is set to the EntityPlayer#getBedLocation(dimension) ) I inspected the code, and I cannot find any clue for the problem. ..Wait, where did you put EntityPlayer#setSpawnPoint(bedPos, true); Since it seems that WorldProvider methods related with spawning is not automatically called when the spawn point is not set.
  15. You wrote: if(!theGame.theWorld.isRemote) That checks if it is Server World.. In rendering code! You should remove that because rendering is only run on client side.
  16. Thanks, but what I want was drag-and-drop on one list, to move position. anyway I got some understanding on how to do it. I was just too lazy... ;| (+ I have only 2 hours per day u.u)
  17. I have several questions on it. 1. Is it possible to drag-and-drop the element in GuiScrollingList? Is there any limit prohibiting the dragging? 2. Please give any tutorials or instruction for checking if it is dragging, or when it got dropped. 3. Is there any easy ways for this purpose? If any, please let me know; I'm looking forward at it.
  18. Alpha layer represents the transparency of the image(texture), You can set it using image manipulation program. Also you can modify alpha value in blending with GL calls.
  19. You cannot use other shapes with techne. You have to use something like shaders or cover the shape using many quads.
  20. You should remove the light for player, because they can be faster than 1block/tick.
  21. Item class is singleton, so you should not save the DNA in Item class. Instead, you should get the information from NBT every time you want, and get the DNA class for the info.
  22. You should try to find what mod is making the issue.
  23. It's because, there is no item for lit_redstone_ore. So just use Blocks.redstone_ore instead.
  24. To solve this issue, It is necessary to know what the container with the bug is and some screenshots for that.
  25. What do you mean by "trying to fall"? If you mean that it tries to fall and rolls back, then you should set its velocity to 0 on both side.
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