Jump to content

Recommended Posts

Posted
Quote

public static CommonProxy proxy;

Common proxy makes no sense, proxies exist to separate sided-only code. If your code is common then it goes anywhere else but your proxy.

 

Quote

serverSide = Reference.COMMON_PROXY_CLASS

This makes even less sense. A server proxy either contains noop implementation for client only stuff or references to server-only classes that would crash the client in a similar way how model registration crashes the server. A common proxy can't be your server proxy.

 

Quote

public static final Block collectorMK4 = new CollectorBase(4, cTab);

Don't use static initializers ever. Instantinate your stuff directly in the appropriate registry event.

 

Quote

GameRegistry.registerTileEntity(CollectorMK4Tile.class, Reference.MOD_ID + ":collector_mk1");

Don't use this outdated method of registering your TEs. Use the overload that takes a ResourceLocation instead.

 

Why are your blocks and items declared in two separate places(ObjectHandler and ModBlocks/ModItems)? This makes no sense because they are different objects/instances of the same class where only one is registered.

 

Quote

implements IHasModel

IHasModel is stupid. All Items need models, no exceptions and nothing about model registration requires access to private/protected things. Register your models in the ModelRegistryEvent directly.

 

You are registering your items/blocks twice. Once in the RegistryHandler, once in the ObjectHandler. You also have your Item/Block classes copied in two packages, the projecteplus one and the gameObjs one. Please structure your mod/repository correctly.

 

38 minutes ago, RoyalReject said:

why the gui will not open up

Maybe I am blind here but I can't see any class in your repository that would implement IGuiHandler. The GUI/Container pair won't magically open itself just becaue you've invoked EntityPlayer#openGui. You need a registered IGuiHandler implementation.

  • Thanks 1

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
    • Can you reproduce this with version 55.0.21? A whole lot of plant placement issues were just fixed in this PR.
    • Necro'ing that thread to ask if you found a solution ? I'm encountering the same crash on loading the world. I created the world in Creative to test my MP, went into survival to test combat, died, crashed on respawn and since then crash on loading the world. Deactivating Oculus isn't fixing it either, and I don't have Optifine (Twilight forest is incompatible)
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.