Everything posted by BuddingDev
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		[1.7.10][SOLVED]Player health?
		
		I was thinking what my new mod could do. Then, I thought of increasing the player's health. I know I can do that through giving player Absorbtion or stuff like that, but I dont want to. Any clues?
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		[1.7.10]Weird Forge Launching Behavior
		
		It isnt any bug. The logs still output normally, for example: Loading world: How-many% Player has joined the world and then it brings me back.
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		[1.7.10]Updating GUI Information
		
		I am trying to make a simple GUI that when opened shows the current world time. I want the time to be updated per tick, but I cant figure out where the "update" function is called. Any clues?
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		[1.7.10]Weird Forge Launching Behavior
		
		It is still happening till now. When you are loading up the world, and if you are extremely unlucky to encounter this bug, the log tells you that you have entered a single-player world, but the GUI brings you back to the title screen. Then when you tries to reload by re-entering the target world, the game unloads the world and loads it back! Usually you may be sent back to the original spawn-point...
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		[1.7.10]GUIScreen Member Functions
		
		Quite confused when scrolling through the member functions. For example: How does drawString(Different parameters) work?
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		[1.7.10]Forge Documentation???
		
		SO is 1.7.10 maintained now?
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		[1.7.10]Class Relationship Explanation
		
		Eh... What is for 1.8??? Then what is their equivalent in 1.7.10?
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		[1.7.10]Class Relationship Explanation
		
		Now I want to make some serious work on GUI making. But first can anyone explain what are GUIScreen, Containers, and / or other possible related classes? And their relationships with each other?
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		[1.7.10]Forge Documentation???
		
		I havent modded for a while, and I found my Forge is extremely outdated. Now I want to update and re-setup my work place. But firstly, I forgot where to download the offline documentation. Any clues?
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		[1.7.10]TileEntity Questions
		
		And, how to change block texture when the TE has some updates?
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		[1.7.10]TileEntity Questions
		
		Do I have to set the blockType of TE manually?
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		[1.7.10]Block World TE and stuff
		
		So, I just need to make a reference of the instance in init method? And other classes obey this, right? (At least, I know Items function like that.)
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		[1.7.10]Block World TE and stuff
		
		Then how to replace a block? I still dont know how.
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		[1.7.10]Block World TE and stuff
		
		I am attempting to do it in TileEntity: this.worldObj.setBlock(this.xCoord, this.yCoord, this.zCoord, new WhateverBlock("WhateverArgs")); And it seems that the WhateverBlock disappears as stated...
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		[1.7.10]Block World TE and stuff
		
		I am having problem with replacing blocks that holds a TileEntity. So, calling world.setBlock() does not visually replace the block. When I attempt to place a new block (wood, for example) on top of them, the block disappears and the wood replaces it. So: What should I do to ensure the block is changed properly? (Server-side?)
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		[1.7.10]ForgeDirection Questions
		
		What is the value of ForgeDirection.flag? And what does it represent? I thought it is 0, 1, 2, 3, 4, 5 But it showed me 0, 1, 2, 4, 8...
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		[1.7.10][Kind of solved...]Weird NullPointer
		
		So it may be just a program code-writing style issue... Anyway it is kinda fixed for now.
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		[1.7.10][Kind of solved...]Weird NullPointer
		
		Oh, what... So where is the world initialised...? So it may just be a program style issue...
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		[1.7.10][Kind of solved...]Weird NullPointer
		
		WEIRD, now that it gave me some more info now: [server thread/INFO]: <Player860> X: -225 [server thread/INFO]: <Player860> Y: 105 [server thread/INFO]: <Player860> Z: 237 [server thread/INFO]: <Player860> World: net.minecraft.client.multiplayer.WorldClient@59027d30 but still it crashed. K, even more info: public TEMCGController() { this.world = this.worldObj; } It is getting more crazy.
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		[1.7.10][Kind of solved...]Weird NullPointer
		
		K, here are more info: Problematic function: ("world" is set to "worldObj", to make life easier) (MultipleControllerException is a self-made Exception class. But I cant test its functionality because this code fails... and the Exception appear later in the code (which is not shown)) private void checkBound() throws MultipleControllerException { for (int i=0; i<6; i++) { ForgeDirection dir = ForgeDirection.getOrientation(i); int x = dir.offsetX + xCoord; int y = dir.offsetY + yCoord; int z = dir.offsetZ + zCoord; TileEntity tile; // DEBUG if (world.isRemote) { Minecraft.getMinecraft().thePlayer.sendChatMessage("X: " + x); Minecraft.getMinecraft().thePlayer.sendChatMessage("Y: " + y); Minecraft.getMinecraft().thePlayer.sendChatMessage("Z: " + z); Minecraft.getMinecraft().thePlayer.sendChatMessage("World: " + world); } tile = world.getTileEntity(x, y, z); } What the game printed: (What the game gave me:) can't even print anything. Conclusion: somehow the "world" variable failed. (BTW, nice Forge loading GUI!!!)
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		[1.7.10][Kind of solved...]Weird NullPointer
		
		I am attempting to update Forge first, just in case...
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		[1.7.10][Kind of solved...]Weird NullPointer
		
		I cant find the errors!!! I have all coordinates passing in legit. (That should work!!!)
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		[1.7.10][Kind of solved...]Weird NullPointer
		
		I made world as this.worldObj (This code is in a class extending from TileEntity)
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		[1.7.10][Kind of solved...]Weird NullPointer
		
		I am confused. Why this gives me NullPointer? TileEntity tile = world.getTileEntity(x, y, z); I intend to check null the next line, but then it crashed at that line.
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		[1.7.10] Crash when killing mobs with nothing in hands.
		
		In case you want to know what happened when killing with hands only: ********Java checks && before ||********** (You can check that) so, when your current "item" is hand (which is null): player.inventory.getCurrentItem().getItem() != null // false, it is null. && player.inventory.getCurrentItem().getItem() == Main.keyKingdom) // false because of the statement just now. || player.inventory.getCurrentItem().getItem() == Main.keyKingdomD // Cannot compare. LHS is null. If you want to keep your chunk of code, MAKE SO MUCH SURE you add brackets to the item-checking after the null-checking. In this way, if the null-checking finds out it's null, then you wont accidentally access the pointer when checking for its type.
 
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