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Animefan8888

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Everything posted by Animefan8888

  1. Though, you should know what a constructor is and what classes are if you have some experience in C++. Also static initializer is when you initialize something when you declare it and it is static, or when you declare static {// Code}.
  2. Don't initialize your blocks in a static initializer. .setHardness(Float)
  3. In your blocks class constructor, or when you create your block instance.
  4. Write two things, a boolean and the id, but the booleans value would be if the players id was written. Read and write the boolean first.
  5. This is true, but you should know about the offset for when you switch back to your own AABB. You should try stepping through your code with a debugger at your getRenderBoundingBox.
  6. You need to offset your bounding box to the coordinates of your te. You can see this in the super of getRenderBoundingBox
  7. How are you compiling your code? Just in case read this general issues #1.
  8. It would be easier if you posted the whole error, but I believe this is an issue with sidedness.
  9. You need to do a isRemote check, because the event is ran on both the client and server.
  10. PlayerEvent.Clone should be there I have forge version 1.12.2-14.23.4.2732 and it is still there. It is even on the forge github, so it hasn't been removed. It sounds like there is a problem with your workspace.
  11. You can keep the one with the EntityPlayer parameter, but there needs to be a constructor with no arguments. This is because when the world is loaded and the TE needs to be placed it doesn't have the EntityPlayer that placed it, or anything else.
  12. Problematic code #11 Also you shouldn't be calling writeToNBT in your update method.
  13. Then it is pretty obvious what you have to do if this is an actual problem. Sync it when the player joins the world with a custom packet.
  14. Paste your json into this website. It will check if your json is valid.
  15. This isn't completely true. The server may have less mods than the client, the only requirement is that the client has all the mods the server does.
  16. Is there a change in the crash? Also why aren't all of the mods in your .minecraft mods folder in your server's mods folder?
  17. No, you cannot attach an CapabilityItemHandler.ITEM_HANDLER_CAPABILITY to the player as there is already one, but you can make your own capability that uses IItemHandler as its data(I believe. someone will correct me if I am wrong). And then attach this capability in AttachCapabilityEvent<Entity> to the player. Then reference it by EntityPlayer#getCapability
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