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hydroflame

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Everything posted by hydroflame

  1. if(NoNameTagsKeyBind.cancelPre){ //do stuff ? }
  2. ok, well the only other way i see is to spawn a custom entity at thsi location and try to make it have an outline when the player cursor hovers but i think flenix way is even easier (or at least more straightfoward)
  3. well yknow how you can make bb smaller like with slab... what happen if you make it bigger ?
  4. well basicly this is the flow of information lets say i have a block that you can right click to open a gui, and in thsi gui there are buttons to change the values of the block (colors, meta, wtv you can think of) what i want to do is in my gui, when a certain button is pressed (a button labeled "update" or wtv) send a packet to the server containing every important information, in your case just send a integer that represent what action has been taken (btw i havnt actually read your post, just the few last one where GotoLink says: so anyway, just feed the integer (or you could also send NOTHING if that teh only kind of packet that is send with thsi channel + the x, y, z coord of the TE (so that server side knows wtf you're talking about, but usually you want to send many different thigns with 1 channel) on server side when you receive this packet get the 3 coordinates, get a world ref, get that tile entity using the world ref and apply the changes you want to the tile entity
  5. ps: can i take this example of "trying a new string" and put it into my debugging 101 guide ?
  6. here you go what next do you need help with ?
  7. have you researched into WHY thsi channel name is invalid ? anythign in the log ? try changing the channel name?
  8. you might want to take a look at http://www.minecraftforge.net/wiki/Organising_packet_handlers, another tutorial i made basicly make a class that implements IPacketHandling register that class using NetworkRegistry.instance().registerChannel(new ServerPacketHandler(), "channelName", Side.SERVER); or for client: NetworkRegistry.instance().registerChannel(new ClientPacketHandler(), "channelName", Side.CLIENT); also, GotoLink said use this.mc.getNetHandler().addToSendQueue(packet); its not bad, but i recommend PacketDispatcher.sendPacketToServer(packet); its the same, except if you ever send a packet from somewhere else then a gui you wont have access to a Minecraft reference and using PacketDispatcher server side has some convinient methods
  9. i actually made that tutorial btw, and its intended for people who have experience with java,but if you need help i will explain in more details if you want
  10. basicly its telling you that its trying to draw an item on the screen the a Slot return null and it isnt expecting that @Override public TileEntity createNewTileEntity(World world) { return null; } thsi should be returning a new TileEntityTravel, because if you dont you will never create your tile entity. also add thsi to your block because else it will never even ASK to create a new tile entity @Override public boolean hasTileEntity(int meta) { return true; } those bugs are kinda shitty becasue they tell you something but the root cause is totally not there
  11. lol GotoLink, you just went full derp ! @OP in currently researching the issue
  12. either this works or show us more of the error log (specially 5-6 lines after the one in OP)
  13. event.setCanceled(true);
  14. use FMLCommonHandler.instance().getEffectiseSide.isServer() / isClient() just in case or world.isRemote if you have access to a world reference
  15. zip is jar jar is zip
  16. i dont actually know much but 1 can this be a decorator (depending on the order of generation. maybe alot of chunks are generated then decorator runs on a lot chunk) 2 i have some experience on procedural generation if you could make a "random" function that takes the coordinates and return the closest "structure starting point" then generating the structure would be a piece of cake (or maybe 4-5 closest since these might overlap) kindof how nether forteress are generated:)
  17. no, even if you have 1 mod, if it requires a base change you WILL need a coremod to make those changes. but technixly you could include your coremod inside your mod (itsstill going to count like 2 mod)
  18. coremods allow us to make change to vanilla code while its loading. example in my coremod i change the class ItemInWorldManager to create a place where the code will launch a custom event to tell me when a player break/place a block
  19. remove .png in the code
  20. basicly you should be able to send a packet to a client packet handler and tell him to spawn particel at x, y, z
  21. right, forge did make a couple of function to be "metadata sensitive" well thats good, i mean you could always have made different blocks, but that a nice way to do it good finding
  22. well unfortunatelly... i think you cant have different hardness based on subbocks because theyre all considered the same block. its only for rendering
  23. how do you know about "organising imports" but not what an iterator is ?? this is contradictory ish
  24. see this is why we say learning java is important because this error shoudl NEVER get to us in eclispe do ctrl+shift+o (the letter O not zero)

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