Everything posted by Animefan8888
-
[1.10.2] GUI changes not saving
What does your extractItem() method look like? Or did you use ItemStackHandler.
-
[1.10.2] GUI changes not saving
I gave you the code for the TE, diesieben provided the correct type of slot to use, and the block and gui code was not even posted.
-
[1.8.9] Make a Block to a Falling Block
Because you'll end up iterating multiple times up a column of blocks if you have 2 blocks with the same (X,Z) in the list of affected blocks. Waste of CPU cycles. Ok? but why is it a waste if he/she really wants all the blocks to become falling sand entities. Or did I miss the part where he/she said they want some. And if that is the case would it not be better to not use a method that creates a new Object with all of this data, and instead just go through it and gather and use the information you want.
-
[1.10.2] GUI changes not saving
Those Javadocs are found inside the file of IItemHandler itself.
-
[1.10.2] GUI changes not saving
If you don't understand this then....you could use ItemStackHandler. Javadocs /** * Inserts an ItemStack into the given slot and return the remainder. * The ItemStack should not be modified in this function! * Note: This behaviour is subtly different from IFluidHandlers.fill() * * @param slot Slot to insert into. * @param stack ItemStack to insert. * @param simulate If true, the insertion is only simulated * @return The remaining ItemStack that was not inserted (if the entire stack is accepted, then return null). * May be the same as the input ItemStack if unchanged, otherwise a new ItemStack. **/ ItemStack insertItem(int slot, ItemStack stack, boolean simulate); /** * Extracts an ItemStack from the given slot. The returned value must be null * if nothing is extracted, otherwise it's stack size must not be greater than amount or the * itemstacks getMaxStackSize(). * * @param slot Slot to extract from. * @param amount Amount to extract (may be greater than the current stacks max limit) * @param simulate If true, the extraction is only simulated * @return ItemStack extracted from the slot, must be null, if nothing can be extracted **/ ItemStack extractItem(int slot, int amount, boolean simulate);
-
[1.10.2] GUI changes not saving
Read the docs.
-
[1.8.9] Make a Block to a Falling Block
Hence using a Set<Pair> - just store one instance of each (X,Z) pair. But you're right - you'd need to store a Y-value as well; so perhaps a Map<Pair<Integer,Integer>, Integer> would be better, where the key is (X,Z) and the value is Y. As for which Y-value, that's up to the mod developer; the smallest Y would be a reasonable choice. Why not just create a list of BlockPos? It already stores x, y, z and it is given to you in that form? Or heck you could do a Map of <BlockPos, IBlockState> and then iterate through them and spawn them with that information.
-
[1.8.9] Make a Block to a Falling Block
That wont work because theny position is not identifable. Explain please? Seems totally workable to me. Two things multiple blocks on the same x and z coord, and second how would I even find the correct y coord. Would it be at the highest possible y position there is a block or would it be at the first block with air above them.
-
[1.8.9] Make a Block to a Falling Block
Yep. Hence why I suggested a Set<Pair<Integer,Integer>> as the appropriate data structure here; a unique set of (x,z) positions from which columns can be traced vertically upwards. OP needs to be paying attention That wont work because theny position is not identifable.
-
[1.8.9] Make a Block to a Falling Block
You have not followed any of desht's advice, and you should be using the sub event of ExplosionEvent.Start
-
[1.8.9] Make a Block to a Falling Block
Post your code.
-
[1.10.2] GUI changes not saving
ItemStackHandler itemHandler = new ItemstackHandler(size); @Override public boolean hasCapability(Capability capability, EnumFacing facing) { return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY ? true : super.hasCapability(capability, facing); } @Override public Capability getCapability(Capability capability, EnumFacing facing) { return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY : itemHandler ? super.getCapability(capability, facing); }
-
[1.10.2] GUI changes not saving
Pretty much. You might need to create a custom implementation of IItemHandlerModifiable instead of using the default one provided (ItemStackHandler).
-
[1.10.2] GUI changes not saving
In your TE override getCapability(Capability, EnumFacing) and hasCapability(Capability, EnumFacing). return an instance of IItemHandlerModifiable. IE if (capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY /* Something with EnumFacing here if you want */) return itemHander;
-
[1.10.2] Open Book GUI
Post your TE code.
-
Make Custom Mob Angry When Player is in Range [1.8.9]
Make it happen when attack target is set or create a boolean value that changes when it is null and is not null.
-
Make Custom Mob Angry When Player is in Range [1.8.9]
Along the lines of this (taken from EntityZombie.class) this.getEntityAttribute(SharedMonsterAttributes.FOLLOW_RANGE).applyModifier(new AttributeModifier("Random spawn bonus", this.rand.nextGaussian() * 0.05D, 1));
-
Make Custom Mob Angry When Player is in Range [1.8.9]
When your mob has a target ie getAttackTarget() !=null set the speed.
-
Minecraft crashes upon loading screen after installing Forge
Under the Support & Bugs thread (or similar). And it would be under .minecraft/crash-reports
-
Minecraft crashes upon loading screen after installing Forge
First off there is no crash report there and second this is wrong part of the forum.
-
[1.10.2] Piston Interaction
You may be able to do this with Block#eventReceived(...) otherwise the answer is you can only determine what type of piston interaction it has.
-
[1.11] is it possible to crate an item array?
Yes, but that gets quite long and gets harder to find certain blocks. And then you have to specifically register them one by one instead of in mass, by I digress. We are "arguing" opinions not much of a reason to do that.
-
[1.11] is it possible to crate an item array?
I can definately agree with what you are saying, but having an Interface such as I"Modid"Block that has custom methods such as createCustomStateMapper. Or even just include them in the base block class.
-
[1.11] is it possible to crate an item array?
For being able to reference your stuff later, using an array isn't a good idea. The only time you'd want it is if you were doing something with the whole collection. Which a number of folks have done for their item registration, but you'd still have the public static properties. Yes, agreed you could also use a Reflection way to register IE loop through all of your fields and all instances of Block you register as a Block and all instances of Item you register as an Item.
-
[1.11][SOLVED] Dual Input Recipes Issue
All of that looks good, now you just need to implement it into your TE. I give you luck on your endeavor of limiting your two input slots as it can be quite the process. And if you need any source of how to do the smelting I definitely recommend looking at the vanilla furnace as it should give you some insight.
IPS spam blocked by CleanTalk.