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Found 6 results

  1. So I'm trying to make a furnace, and I got everything set up but I'm having one problem, when I try and smelt items, I put some cobblestone/raw porkchop in and the smelting result is 1 item, 4 items, 16 items, 32 items, then 64 items. (Instead of 1 item, 2 items, 3 items, 4 items, etc. as it should be.) So that makes it when you put 5 items in it smelts them all into a stack of whatever the result is. Another problem is a lot of times if I try and pull it out before it is a full stack, the items will disappear. Last problem is after it smelts the first stack(Or I pull items out early) it won't put ANY more items into the result slot, it just uses up the input without putting anything into the output. Now I have narrowed it down to this one function I have. public static ItemStack getSmeltingResultForItem(ItemStack stack) { else return FurnaceRecipes.instance().getSmeltingResult(stack); } That is returning the crazy doubling numbers I'm seeing. Even more so, when I replace the above code with this. public static ItemStack getSmeltingResultForItem(ItemStack stack) { if(stack.getItem()==Item.getItemFromBlock(Blocks.COBBLESTONE)) { return new ItemStack(Item.getItemFromBlock(Blocks.STONE), 1); } else return FurnaceRecipes.instance().getSmeltingResult(stack); } It works perfect for cobblestone, but then has the same problem with raw pork-chop or anything else I put in. For a better view of my code I will put all related classes in KSTileEntityBlessedFurnace TileEntityContainerBase ContainerBlessedFurnace BlockBlessedFurnace I wouldn't think you would need all this code to figure out the problem, but just in case I put it all there. (It also has a gui I just didn't put that here)
  2. Hey, I searched for a way to change the damage source on a custom item (non sword) when someone hits something, without using events, but i find nothing Is there a way to do it, or i need to subscribe to some event? Maybe LivingAttackEvent, Player EntityAttackEvent or something like that? Thanks in advance :)!
  3. Hello, I'm having a lot of trouble finding information on adding and IItemHandler capability to an Item, for an TileEntity it has methods like hasCapability however I can't find a method like that in an Item, all items have is "initCapabilities", and I have honestly no clue what to return or do to add an inventory to an item. So if anyone could please point me to any information that could tell me how capabilities work on items and how to implement an inventory. Thank you.
  4. FIX: So there was three problems, one was the mod ID for baubles is actually Baubles, and 2 is I needed to removed the .class. The third is I needed an @Optional.Method above the method. Hope this helps anyone who finds it! So I'm trying to figure out how to use the @Optional annotation and it is not going well. The class code is below. On the line that says @Optional.Interface(iface="IBauble",modid="baubles") I have also tried @Optional.Interface(iface="baubles.api.IBauble.class",modid="baubles") and got the same crash.(The crash report is a classNotFound blah blah error, file attached.) import java.util.List; import com.theundertaker11.kitchensink.KitchenSink; import com.theundertaker11.kitchensink.event.WorldTick; import baubles.api.BaubleType; import baubles.api.IBauble; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.EnumRarity; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; import net.minecraftforge.fml.common.Optional; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; @Optional.Interface(iface="IBauble",modid="baubles") public class blessedRock extends ItemBase implements IBauble{ public blessedRock(String name){ super(name, true); this.setMaxStackSize(1); } @Override @SideOnly(Side.CLIENT) public void addInformation(ItemStack stack, EntityPlayer playerIn, List<String> tooltip, boolean advanced) { tooltip.add("What could a rock ever... Oh!"); } @Override public EnumRarity getRarity(ItemStack stack) { return EnumRarity.RARE; } @Override public void onUpdate(ItemStack itemstack, World world, Entity entity, int metadata, boolean bool) { if(entity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer)entity; String username = player.getGameProfile().getName(); if(!WorldTick.PlayersWithFlight.contains(username)) WorldTick.PlayersWithFlight.add(username); player.capabilities.allowFlying = true; } } @Override public BaubleType getBaubleType(ItemStack arg0) { return BaubleType.TRINKET; } } crash-2017-02-03_17.09.11-client.txt
  5. Hello there, I could use some help. You see, I know a considerable amount about Forge, but I'm having a bit of trouble with something that doesn't even seem to be code related. With my mod, everything works fine when I open it and run it in IntelliJ. There are no errors or exceptions, and everything works just as it should- sounds included. However, when I go to start a game with my mod in the normal Minecraft client after export, all of my custom sounds for the mobs I have added suddenly stop working. As mentioned before, everything runs fine in IntelliJ, but custom sounds suddenly break whenever the mod is exported. I have checked numerous times, and the files for the custom sounds are definitely still present after exporting, and the mobs even say that they are making the sounds in the subtitles when they are toggled, but the audio itself does not actually play in-game. I have checked volume settings and things of the like numerous times, and can definitely conclude that they are not the issue. I'm just reaching out for help here, because I'm honestly at a loss as to what could be causing this problem. It would be different if it were occurring in both IntelliJ and the game after exporting, but it only happens after export which has me stumped. If anyone can offer some help as to how to fix this, it would be greatly appreciated. I don't know what I would need to link here as far as the code goes, as it doesn't seem to be an issue in the code at all, but if it's necessary I can link whatever would be needed to sort this problem out.
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