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DBLouis

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    November 13, 2014
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    December 4, 2016

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About DBLouis

  • Rank
    Stone Miner
  • Birthday 02/05/1995

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  1. DBLouis started following [SOLVED] [1.10] Player connect event ?, [SOLVED] [1.10.2] Stairs model bug, [SOLVED] [1.10.2] World.isRemote bug ? and and 7 others February 1, 2017
  2. DBLouis

    [SOLVED] [1.10.2] Stairs model bug

    DBLouis replied to DBLouis's topic in Modder Support

    Well, that sucks... So I just need a stairs model which is rotated upside down, how do I make that? It's fixed now : link
    • December 4, 2016
    • 6 replies
  3. DBLouis

    [SOLVED] [1.10.2] Stairs model bug

    DBLouis replied to DBLouis's topic in Modder Support

    The vanilla way is a pain, that was what I was using before, I had hundreds of files, and it took me a lot of time to generate all blockstate files correctly. You say "they don't add together" but on one line, like that : "facing=west,half=top,shape=straight": { "x": 180, "y": 180 } It works (even with vanilla file) so why not on separate lines? Shouldn't be so difficult to implement.
    • December 3, 2016
    • 6 replies
  4. DBLouis

    [SOLVED] [1.10.2] Stairs model bug

    DBLouis replied to DBLouis's topic in Modder Support

    I don't understand, can you give me an example of how I should replace?
    • December 3, 2016
    • 6 replies
  5. DBLouis

    [SOLVED] [1.10.2] Stairs model bug

    DBLouis posted a topic in Modder Support

    Hi, I have a problem with the stairs in my mod: when placed upside down (except when facing east) it display the bottom east model instead of the corresponding one. But, the properties are correctly set, as I see it when looking at the block with 'F3' enabled. So the bug have to come from the blockstate files right? If someone could have a look at those, here, it would be great. Thanks in advance
    • December 3, 2016
    • 6 replies
  6. DBLouis

    [SOLVED] [1.10.2] World.isRemote bug ?

    DBLouis replied to DBLouis's topic in Modder Support

    It's tricky simply because there is no clean way to intercept that the integrated server has been opened to LAN. I searched for a few minutes and saw nothing: The IntegratedServer#shareToLAN method is called from the button or the command, but I didn't see any way to "register a listener" or something like that. Like you said, it's simpler to always send it. The client can just ignore it.
    • October 11, 2016
    • 14 replies
  7. DBLouis

    [SOLVED] [1.10.2] World.isRemote bug ?

    DBLouis replied to DBLouis's topic in Modder Support

    This is different. Some blocks can be deactivated from the config file. If they are, so are the associated recipes. If a dedicated server deactivate blocks, the connected client should also deactivate them, because if not, the recipes will still show, but the result cannot be obtain. This is ugly. There might be other issues I'm not thinking about, but with this, the client is always configured the same way as a dedicated server, except for client only settings but there is only one for now.
    • October 11, 2016
    • 14 replies
  8. DBLouis

    [SOLVED] [1.10.2] World.isRemote bug ?

    DBLouis replied to DBLouis's topic in Modder Support

    Without context obviously ... I synchronize settings between dedicated server and clients, hence the 'not singleplayer' test.
    • October 11, 2016
    • 14 replies
  9. DBLouis

    [SOLVED] [1.10.2] World.isRemote bug ?

    DBLouis replied to DBLouis's topic in Modder Support

    Yeah, but that's the point. I wanna know, on the client, if this is a single or multiplayer game.
    • October 11, 2016
    • 14 replies
  10. DBLouis

    [SOLVED] [1.10.2] World.isRemote bug ?

    DBLouis replied to DBLouis's topic in Modder Support

    I think I found what I want : Minecraft.getMinecraft().isSingleplayer() With that I can now if this is a single player game.
    • October 11, 2016
    • 14 replies
  11. DBLouis

    [SOLVED] [1.10.2] World.isRemote bug ?

    DBLouis replied to DBLouis's topic in Modder Support

    Then how can I test if the world is not local.
    • October 11, 2016
    • 14 replies
  12. DBLouis

    [SOLVED] [1.10.2] World.isRemote bug ?

    DBLouis posted a topic in Modder Support

    Hi, world.isRemote should be set to false in a single player game, right ? Because I'm having an issue here : @SubscribeEvent public void onWorldLoad(WorldEvent.Load event) { World world = event.getWorld(); if (world.isRemote) { // Executed even in single player } } Is it normal ?
    • October 11, 2016
    • 14 replies
  13. DBLouis

    [1.10] Changing village blocks

    DBLouis replied to DBLouis's topic in Modder Support

    Ok I ran genPatches and it included my changes in the patch file. I was trying too do it manually...
    • September 17, 2016
    • 13 replies
  14. DBLouis

    [1.10] Changing village blocks

    DBLouis replied to DBLouis's topic in Modder Support

    How can I make a pull request with a file that doesn't exist in the repo? I mean where do I put it? The Minecraft source are not in the repo, only patches. Maybe I should open an issue instead and put the file in a gist?
    • September 16, 2016
    • 13 replies
  15. DBLouis

    [1.10] Changing village blocks

    DBLouis replied to DBLouis's topic in Modder Support

    Thank you! Should I edit the existing patch file ? Or make a new one beside? I'm not really comfortable with those. Also if I rename the variables (iblockstate1,2,3...) should I do it in the patch file or there is a place for it? I'm asking because I saw the processing of Minecraft sources is very ordered and complex.
    • September 16, 2016
    • 13 replies
  16. DBLouis

    [1.10] Changing village blocks

    DBLouis replied to DBLouis's topic in Modder Support

    This is a real problem, GetVillageBlockID is not usable because it is called for half the blocks. It's stupid... Can the Forge team edit Minecraft code ? It's about ten lines to change, and I can help, just tell me where to go.
    • September 15, 2016
    • 13 replies
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