Everything posted by Animefan8888
-
[1.10.2] Gui doesn't update progress or RF storage[RESOLVED]
Two possibilities I see [*]energyUsed isn't changing at all (not likely) [*]Or your if checking in detectAndSendChanges is not working (correctly). To fix this since you don't have that many variables to work with you can manually do it, look at ContainerFurnace#detectAndSendChanges for an example of manual.
-
[1.11] World Capabilities.
You will be getting an Integer. Yes I know that, but what would I put into the get method ( What obj ) A ChunkPos(your key). Did you read that link I sent you?
-
[1.11] World Capabilities.
You will be getting an Integer.
-
[1.10.2] Gui doesn't update progress or RF storage[RESOLVED]
Put a println in Container#updateProgressBar so that it prints id and data.
-
[1.11] World Capabilities.
You should get an error because there is no key for the get method.
-
[1.10.2] Wanting to open a Java Window...
Make one lol.
- [1.11] World Capabilities.
-
[1.11] World Capabilities.
No the integer is your energy... the x and y values are in the ChunkPos...
-
[1.11] World Capabilities.
Modify it.
-
[1.10.2] Gui doesn't update progress or RF storage[RESOLVED]
Remove any part that removes energy and tell me what happens.
-
[1.11] World Capabilities.
https://docs.oracle.com/javase/7/docs/api/java/util/Map.html
-
[1.10.2] Wanting to open a Java Window...
It is definitely possible you just need to deal with threads. Your window should run on its own Thread, and use Listeners (like you would with a Packet) to get the data you need.
-
[1.10.2] Gui doesn't update progress or RF storage[RESOLVED]
Not as in depth as you want for this one assuming you mean the code.
-
[1.11] World Capabilities.
public Map<ChunkPos, Integer> chunkData; is never initialized.
-
Neutral EntityMob Extension
As far as I know it is still not supporting 1.7.10 and down, everything above that is good.
-
[1.10.2] Gui doesn't update progress or RF storage[RESOLVED]
Could you show me what you mean in a video or gif? And... What?
-
Neutral EntityMob Extension
What version are you using?
-
[1.10.2] Gui doesn't update progress or RF storage[RESOLVED]
Your problem is your setField, it doesn't set everything which is used to update the values on the client side.
-
[1.11] Custom Furnace buggy
Do you mean BloomeryGUIHandler and GuiHandlerRegistry? GuiHandlerRegistry is just to register all of my Gui's and BloomeryGUIHandler is specificly for the Bloomery. Well I meant why are you going to have more than one. Why don't you just use a switch statement or an if else statement to handle your GUIs and Containers? item.getMetadata(1) // Doesn't work the way you think it does. "// TODO: Figure out difference between simulate = true and simulate = false" If simulate is true then the process doesn't happen, if false it does happen. In this case if true it doesn't mess with your ItemStacks, if false the ItemStacks change. Also quick question did you follow a tutorial? I originally followed TheGreyGhost's code here but I'm trying to switch it to Forge's capability system. Also, checked getMetadata, thought it just returned the int I put in, but I switched it to getMetadata(ItemStack) now. For that todo I originally had insertItem, but I switched it to setStackInSlot. I'm guessing it would be better to use insertItem? Thank you for explaining it though. Yes it would be better to use insertItem and extractItem because it already handles the current slot being null. And you are going to need to create your own implementation of insertItem and possibly extract item. Also... That is not what you told it to do. Edit: Also that is not what TGG did.
-
[1.11] Custom Furnace buggy
Do you mean BloomeryGUIHandler and GuiHandlerRegistry? GuiHandlerRegistry is just to register all of my Gui's and BloomeryGUIHandler is specificly for the Bloomery. Well I meant why are you going to have more than one. Why don't you just use a switch statement or an if else statement to handle your GUIs and Containers? item.getMetadata(1) // Doesn't work the way you think it does. "// TODO: Figure out difference between simulate = true and simulate = false" If simulate is true then the process doesn't happen, if false it does happen. In this case if true it doesn't mess with your ItemStacks, if false the ItemStacks change. Also quick question did you follow a tutorial?
-
[1.8] Packet was converted to the wrong Packet
...There is no reference of a PacketHandler in the crash report, i have no idea how you thought that was the problem. Post your PacketSyncDataClient class.
-
[1.11] Custom Furnace buggy
Why do you have multiple GuiHandlers?
-
[1.11] World Capabilities.
Awesome i didn't know that, never needed it myself.
-
[1.11] World Capabilities.
That would do what you want. What I am saying is that you can't assign it directly IE it saves directly to the Chunk. You will save it to the world, but there will be one for every chunk. Example in my first post. Map<ChunkPos, Integer> chunkData; // Probably going to have to make ChunkPos which will just hold an x and a z. You will get the Chunks x and z like so World#getBlockFromBlockCoord(getPos()).xPosition World#getBlockFromBlockCoord(getPos()).zPosition And then get your capability and do capability.chunkData.get(new ChunkPos(chunkX, chunkZ)); Then you have your energy in that chunk.
-
[1.11] World Capabilities.
Yes you could access it through a TE(How do you think Chunk Loaders work). You are not assigning the data to each chunk. You are saving data to the world using an identifier that is the Chunks coords(ChunkPos).
IPS spam blocked by CleanTalk.