This is common behaviour. They don't let you see the exploit reports as there will be servers running older versions. If they'd left the report as public, people could reproduce the exploit on old servers.
- Cookiehook
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Member for 9 years and 20 days
Last active Tue, Jan, 30 2024 18:09:24
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Sep 24, 2015Cookiehook posted a message on Community Roundtable: BoatsPosted in: News
Some really good ideas coming up here, my favourite notion is to treat boats like aquatic minecarts:
- Remove breaking by collision completely, as no other entities are subject to this.
- Still take damage from player, arrow, mob or cactus damage, so they can be broken to be picked up again.
Though if Mojang are insistent in keeping collision damage on I'd like to see tiered damage like that of anvils. So you'd start with a pristine boat, 1 collision will change the entity to a "damaged boat", repeating for a few iterations until it finally shatters. If this is reflected in the model, say it gets chunks taken out, or rides lower in the water each time, we can predict when we're losing our boat, and plan / repair accordingly. Repair could be like that of tools, either with wood or an equally damaged boat.
Now onto extra features I'd like to see, which may be slightly off-topic:
Boat with Chest - Aquatic version of minecart chest, can be moved around with water currents or pushing, won't take collision damage (so you don't lose all your stuff).
Leads on Boats - So you can link together and drag conga-lines of boats. Either for large player trips, or transporting boats with chests across oceans. Obviously the problems with servers and boats would have to be fixed first, so this may be an SSP exclusive on a practical level.
Obsidian Boats - Already commented on this thread, but it's a brilliant idea. Work on lava as boats do on water. However the player would have to have fire-resistance, the boat itself will not protect the riding entity. -
Sep 24, 2015Cookiehook posted a message on Community Roundtable: BoatsPosted in: News
I approve of this as an idea too. Still having them take damage from all sources other than impact means we can easily break them to pick them up, whilst removing the infuriation of exploding boats
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I'm literally working on this right now, hoping to get the 1.12 release done in the next week, then will be ready with releases from 1.7 onwards
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Update on this:
I've got the bones of it working! Took some creative coding, but I've got all of the potion / armor combinations working now. Still to do is beacon effect items, swords, then updating the config to work with the new crafting recipe. Might be able to get it done by new years.
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Ha! That's mine!
Proof: https://github.com/Cookiehook/Minecraft-Liquid-Enchanting
I did not expect to see this post one bit. The reason it didn't get updated to 1.12.2 is twofold:
Lucky that I got bored and started looking for new mod ideas on the forum. I'll have another look into Liquid Enchanting for you
Can't promise any results, I took several attempts at porting it to 1.12.2 before giving up in November 2017, so I still might not be able to beat it.
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The game currently crashes randomly when the Drowned Mob attempts to pathfind. It's not your datapack, it's an issue with the Drowned itself. Wait up a couple of weeks for them to fix it and you'll be able to get back to crafting
https://bugs.mojang.com/browse/MC-127242
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Looks like your registerRender code isn't being called. What's in your proxy.init() method? The ClientProxy should be calling ModItems.registerRenders
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Best tutorial I've ever seen for this type of farm:
He shows 2D pictures while he's building, so you can count block by block
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Ask and you shall receive: https://www.reddit.com/user/Dinnerbone/comments/6l6e3d/a_completely_incomplete_super_early_preview_of/
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I've been using https://www.bisecthosting.com for a couple of years, and never had any issue.
They're quite cheap compared to others around, and often offer 50% reductions by e-mail to get you running even cheaper! I use the budget packs, playing with about 6 people at a time, 4GB and it works well.
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So what you've done is disabled a lot of Windows features, one of which would have been a necessary graphics driver.
Try reversing what you did there, enabling and showing all features. If you still need to turn things off, do it a few a time then test everything still works.
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First bit of advice I can give when working in Java:
With eclipse, you can press CTRL then click on the method to see it's implementation. This will show you more information on what arguments it needs, and what it does with them. You can also delete the arguments () then press CTRL+SPACE to see what overloaded methods are available. There may be one which accepts better arguments for your application.
Onto your problem:
The method is expecting a ResourceLocation and World object, and you're giving it a String and WorldServer.
For the first agrument, new ResourceLocation(EntityList.getEntityString(entity)) will fix your compile error, but I don't know if that would actually work. This ResourceLocation business is new to me.
For the second argument, you need to find the world! If you're in any sort of entity handling method or event this is usually passed in as an argument, so you can grab that.
If your code's up on GitHub then it'd make it a lot easier for us to help
For general Java advice I thoroughly recommend this video series, he covers a huge amount of concepts. Flick through the thumbnails to find what you need:
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After almost 4 years, the Badger with the coding skills has returned!
This mod is now available for 1.7.10 through to 1.12.2 over on my curseforge page!
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Right, here's your problem!
public static ItemStack icon = new ItemStack(ItemInit.DIARY_BOOK);
Remove "static" and this should work.
Explanation:
The "static" modifier is used to tell the compiler that this variable should be used by the class, not specific instantiations. An instantiation is anywhere you call "new Blahdebah....". Non-static methods (such as your getTabIconItem) shouldn't really be used to access static variables.
Personally I would have written the method like this, as you only use icon in the one place.
@Override
public ItemStack getTabIconItem() {
return new ItemStack(ItemInit.DIARY_BOOK);;
}
Please let us know if that worked!
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Well I can answer with certainty that your code should work, because it does for me....
I downloaded your source and ran it, see the attached screenshot.
Try redoing gradlew setupDecompWorkspace, gradlew eclipse and refresh your project in eclipse. Your code's fine, might be a setup issue.
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By "won't show", do you mean that a vanilla item is used, or you're getting the black and purple cube?
Also, can we see your TabMDiary class, and screenshots of what you're seeing?
Most creative tabs use the constructor with a String argument, so I think that's part of your problem.
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Is your PNG a 16x16 image?
Your code looks exactly like my 1.12 code which is working. You are using Forge 1.12 right?