Everything posted by Animefan8888
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1.12.2 Adding Mechanics to an Existing Enchantment
Check if any of the Items in the players inventory as you iterate to see if they have the enchantment on them.
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1.12.2 Adding Mechanics to an Existing Enchantment
If you want it to be forced to stay equipped you would have to use the PlayerTickEvent and iterate through there inventory and upon finding one move it to the armor slot, but only if there already isn't one. And watch out for concurrent modification exceptions.
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1.12 ItemTooptipEvent
Are they your own Items override addInformation in your Item or Block class. If they are not subscribe to the ItemToolTipEvent, you can read more about events on the forge docs.
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[1.12.2] Registering blocks with metadata
You need to determine the unlocalized name based on the metadata of the ItemStack
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1.12 Manipulate BlockPos [SOLVED]
Entity(something)#getHorizontalFacing
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Help with TileEntity/Container communication?
Are you sending the data to the client or to the server? If changing the IItemHandlers stack on the client doesnt update the container/gui have your packet also update the container.
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[1.12.2]Why drop my Entities nothing
Is it in the right folder path?
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Help with TileEntity/Container communication?
Send a packet to the player there are multiple ways to do this, but show your code and I can tell you which on to use. Return true in onBlockActivated
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slow loading.... ore gen efficiency needed
If you want to decrease this you could increase the vein size, and decrease the chances to spawn in a chunk.
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slow loading.... ore gen efficiency needed
The chance variable means how many possible chances the vein has to spawn in a chunk, not a percent chance.
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Forge Server Crash With Mod Build
Ok, did you solve all of the problems we told you about? Attempting to call client only code here and here. Why are you not using the events to register models, Items, and Blocks? Read the forge docs on them you should not be doing ForgeRegistries.REGISTRYNAME.register(obj);
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slow loading.... ore gen efficiency needed
It will most likely do this.
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[1.12] Recipe that accepts any level of damage on items
No it does not because mine only extends Item.
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slow loading.... ore gen efficiency needed
This would still be too much. This would be 15 veins of approximately 3 blocks between y values 60-64. This would still be too much. This would be 12 veins of approximately 3 blocks between y values 56-60. All per chunk.
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[1.12] Recipe that accepts any level of damage on items
I'm not sure why this isn't working for you, and you may want to change. To have your modid I have this which should be similar to your code and it works
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slow loading.... ore gen efficiency needed
This has nothing to do with the random function from java.
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slow loading.... ore gen efficiency needed
This line of code will run the code inside of the {} until i >= to chance. And i++ while add one to i every time it is ran. So this will call chance amount of times. For loop
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Forge Server Crash With Mod Build
Code Style #3
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Forge Server Crash With Mod Build
I dont know, maybe if I just had the thing that tells me what's wrong with the code, what was that called again. Oh. Yeah the crash report.
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[1.12] Recipe that accepts any level of damage on items
Post your whole recipe json please.
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SimpleNetworkWrapper sendTo Error
@GeoffrySkio Your problem is you are reading where you should be writing and writing where you should be reading in your IMessage instance.
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slow loading.... ore gen efficiency needed
Did you write the code for runGenerator? Did you read it? Because if you did you need to learn java or read it again. Your actually telling it to generate a batch of 3 or 100 times per chunk. Between y 69 and 64.
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slow loading.... ore gen efficiency needed
I wonder what these two lines are doing?
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Help with TileEntity/Container communication?
Well considering you have not posted your updated code how was I supposed to know that or help you anymore than that.
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Help with TileEntity/Container communication?
Use an IItemHandler that has one slot and access to the TEs amount field and override insertItem and extractItem as well as getStack or getStacks(whatever that method is called in IItemHandler) and return the appropriate values and update the stack inside the IItemHandler based on the amount filed. No need for a fancy slot.
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