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sequituri

Forge Modder
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Everything posted by sequituri

  1. The code is the clue. Learn to decipher java code and it's self-documenting for you.
  2. On the contrary; they are odd in the sense that they are useless and out of place where they are. The uncompressed size is readily available to the sender (and when encoded as an integer) to the receiver as well. Computing it is a futile effort that just wastes cycles. See?
  3. Since this isn't a "can anybody write the code I'm thinking about for me" forum. I'm going to have to ask you, what part are you having trouble with, specifically?
  4. Alrighty then. So, now hire a coder who knows how to code or give up the idea as untenable.
  5. This is not the support and bug reports forum
  6. Huhh? NPE != OOBE
  7. Why not simply store the inflated length (in addition to the deflated size) in the send packet instead of trying such odd computations?
  8. Minecraft, and Forge - to 1.7.2!
  9. Dude, Your mod's makers (developers) have their mods involved in a load-order cat-fight! Nothing can get in the middle of that and fix it. Talk to own or more of the developers.
  10. Try learning basic java. Your syntax is not even remotely correct in variable creation, initiializaton, usage, casing...
  11. That's obvious, isn't it. The mod makers have no idea how to work out their dependency issues. IC2API set the hard order wanting IC2 first and then itself and finally pretty much all the other mods after - but TE requires to be loaded before IC2, and after ForgeMultipart (which UE wants to be before). TE, IC2, IC2API, UE, aobd - all depend on others that depend on them
  12. IT'S A MESS! 1) Using getEntityData along with Extended properties and mixing them up. 2) creating new properties for each entity, but sharing the variables between them all (class static variables). 3) static method setLevel uses partly argument (level) and then makes invalid access to static variable for currentLevel. 4) The following code is useless and gets nobody's armor: public static int getArmor() { EntityPlayer player = Minecraft.getMinecraft().thePlayer; return armor; <<<--- STATIC VALUE } 5...n) Any number of other problems I didn't check closely enough on.
  13. Duplicate class collision is all. Interfaces work best for APIs.
  14. This error (Missing constructor taking only a World instance) should have been flagged in eclipse. You must have built with gradle despite the error.
  15. private static final String __OBFID = "CL_00000391"; Yeah, copy and paste! If you don't know what it does, why is it in there?
  16. Look for one of the million GUI tutorials out there. Google is your friend. btw: This is not a write your code for you or tutor you on modding forum. This is a forum for modders who need a little help.
  17. The classes are simply determined by package in any game environment. If you create an API package, make your save class there. import it in any class, and you have your perWorldSave class.
  18. You never ever put the client or server thread to sleep in a realtime game!!! You will cause major problems. Use tick events or a timer thread or almost anything else.
  19. Try using addChatMessage(new ChatComponentText("Hey dude learn java programming!!!"))
  20. If you set HIGHEST priority when you intend to cancel, that may allow other mods to uncancel it, but at least know it will be cancelled. On the other hand, LOWEST priority allows you to cancel the event without other mods interfering.
  21. Entities have to be spawned on the server side.
  22. The direct implementor and indirect subclasses are ChatComponentStyle, ChatComponentText, and ChatComponentTranslation. Look them over if you're wondering how to use the interface. All these are in net.minecraft.util package. also look at ICommandSender#addChatMessage(IChatComponent msg)

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