• 0

    posted a message on What Is this.field_70123_F To Where It's Readable? (Solved)

    While that is true the actual consideration is that of a wall being horizontal or verticle:


    If the entity hits a block the blocks do collision proportionate to that said area.

    If the entity is not remote (not close enough to be seen by the player by the relativity of the right or left hand or both) then the entity has been collided with horizontally.


    If the entity is nearby or isn't nearby and it has existed for 114 ticks (which being four or five seconds) then destroy the entity.


    Which what it does is keeps the entity from making block collisions if it persisted past the block somehow and went through past visibility.


    If you summon several hundred explosives above the height limit it could possibly freeze or break your world as a possibility, so what it does is makes it so that can't happen that way.


    The entity itself uses nbt tag data to calculate it's actual lifetime instead of how many ticks it has existed

    So ticks existed theoretically on those terms are not recognized by the entity or the environment.


    Although at the same time reminding the environment that if the entity has existed longer than 114 ticks in game while persisting past that can be destroyed if existed out of the limits of the game itself.


    While that is true the actual consideration is that of a wall being horizontal or both verticle:

    This can be achieved by finding the exact center of the nether with a fireball.


    By creating an exact center by doing so can also break or freeze your world.

    On the other hand if you are in favor of fireball nether portals will function normally in the world you are playing in or on.



    Both having a similar functionality that the symbol used for the code faces in a given direction proportionate to how they are recognized as to the condition being true or false.


    If this is to be achieved then the condition has to be met, otherwise the entity persists past it's logical occurence of having the logical equivalation of being recognized as having ticks proportionate to it's existence.


    Something with ticks could function similar to a clock, while something with lifetime could be considered a bird.



    protected void onImpact(RayTraceResult result)
    	{
    		if (!this.worldObj.isRemote)
    		{
    			this.doBlockCollisions();
    		}
    		else if (this.worldObj.isRemote && this.isCollidedHorizontally)
    		{
    			this.setDead();
    		}
    		else if (!this.worldObj.isRemote && this.worldObj.isRemote && this.ticksExisted >= 114)
    		{
    			this.setDead();
    		} 
    	}
    Posted in: Modification Development
  • 0

    posted a message on What Is this.field_70123_F To Where It's Readable? (Solved)

    I've got it worked to where I only need to know what the field deobfuscation is.


    func_145775_I() = this.doBlockCollisions()


    func_70106_y() = this.setDead()


    As to what the following is I am not completely sure of that way, although when I built the mod with inGround it stayed the words inGround:


    this.field_70123_F


    If anyone knows the method lemme' know, here's what I've got and it doesn't build with the method name in java instead of it being readable English that way:


    protected void onImpact(RayTraceResult result)
    	{
    		if (!this.worldObj.isRemote)
    		{
    			this.doBlockCollisions();
    		}
    		else if (this.worldObj.isRemote && this.field_70123_F)
    		{
    			this.setDead();
    		}
    		else if (!this.worldObj.isRemote && this.worldObj.isRemote && this.ticksExisted >= 114)
    		{
    			this.setDead();
    		} 
    	}
    Posted in: Modification Development
  • 0

    posted a message on What Is this.field_70123_F To Where It's Readable? (Solved)

    The title explains everything, I have a built jar and I cannot build with these two functions not being deobfuscation.



    I have these on an on impact method, although something happened to my source and had to rebuild.


    Here is the code:


    protected void onImpact(RayTraceResult result)
    	{
    		if (!this.worldObj.isRemote)
    		{
    			this.setDead();
    		}
    		else if (this.worldObj.isRemote && this.field_70123_F)
    		{
    			func_70106_y();
    		}
    		else if (!this.worldObj.isRemote && this.worldObj.isRemote && this.ticksExisted >= 114)
    		{
    			func_70106_y();
    		} 
    	}



    I was able to solve that !this.field_70170_p.field_72995_K = !this.worldObj.isRemote and this.field_70173_aa = this.ticksExisted.

    Posted in: Modification Development
  • 0

    posted a message on How Do You Get The Grass To Render The Correct Color On A Custom Block Model or Modded Block? (1.11.2)

    This is not so in the newer version as the method has been removed and replaced or the method exists and would logically occur as deprecated or not.


    I have looked at other .json models to where grass_top is the texture being the block or what it would be that way in the first photo.


    the .json model code is different between the two photos, although when built and played with in the game using the same model in the first photo resulting in it rendering the way it does.


    The code for the .json model in the first photo logically does have code specific to as the model having tint:


    {   "parent": "minecraft:block/block",
        "textures": {
            "particle": "minecraft:blocks/dirt",
            "bottom": "minecraft:blocks/dirt",
            "top": "minecraft:blocks/grass_top",
            "side": "minecraft:blocks/grass_top",
            "overlay": "minecraft:blocks/grass_top"
        },
        "elements": [
            {   "from": [ 0, 15, 0 ],
                "to": [ 16, 16, 16 ],
                "faces": {
                    "down":  { "uv": [ 0, 0, 16, 16 ], "texture": "#bottom", "cullface": "down" },
                    "up":    { "uv": [ 0, 0, 16, 16 ], "texture": "#top",    "cullface": "up", "tintindex": 0 },
                    "north": { "uv": [ 0, 15, 16, 16 ], "texture": "#side",   "cullface": "north" },
                    "south": { "uv": [ 0, 15, 16, 16 ], "texture": "#side",   "cullface": "south" },
                    "west":  { "uv": [ 0, 15, 16, 16 ], "texture": "#side",   "cullface": "west" },
                    "east":  { "uv": [ 0, 15, 16, 16 ], "texture": "#side",   "cullface": "east" }
                }
            },
            {   "from": [ 0, 15, 0 ],
                "to": [ 16, 16, 16 ],
                "faces": {
                    "north": { "uv": [ 0, 15, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "north" },
                    "south": { "uv": [ 0, 15, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "south" },
                    "west":  { "uv": [ 0, 15, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "west" },
                    "east":  { "uv": [ 0, 15, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "east" }
                }
            }
        ]
    }





    What it does is it updates the light level according to the block and then reflects that it's material is grass while at the same time not being a snowy block that way.


    The code that is considerable of a 3x3 or expandable area of the block recognizing it's surrounding occuring as what's logical that way, although then based on the occurance of other blocks and the consideration of it facing upwards or downwards that way.


    Which logically does explain that this is not a recursive loop being what is logically that way:

    public class BlockGrass extends Block implements IGrowable
    {
     public static final PropertyBool SNOWY = PropertyBool.create("snowy");
    
     protected BlockGrass()
     {
     super(Material.GRASS);
     this.setDefaultState(this.blockState.getBaseState().withProperty(SNOWY, Boolean.valueOf(false)));
     this.setTickRandomly(true);
     this.setCreativeTab(CreativeTabs.BUILDING_BLOCKS);
     }
    
     /**
     * Get the actual Block state of this Block at the given position. This applies properties not visible in the
     * metadata, such as fence connections.
     */
     public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos)
     {
     Block block = worldIn.getBlockState(pos.up()).getBlock();
     return state.withProperty(SNOWY, Boolean.valueOf(block == Blocks.SNOW || block == Blocks.SNOW_LAYER));
     }
    
     public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand)
     {
     if (!worldIn.isRemote)
     {
     if (worldIn.getLightFromNeighbors(pos.up()) < 4 && worldIn.getBlockState(pos.up()).getLightOpacity(worldIn, pos.up()) > 2)
     {
     worldIn.setBlockState(pos, Blocks.DIRT.getDefaultState());
     }
     else
     {
     if (worldIn.getLightFromNeighbors(pos.up()) >= 9)
     {
     for (int i = 0; i < 4; ++i)
     {
     BlockPos blockpos = pos.add(rand.nextInt(3) - 1, rand.nextInt(5) - 3, rand.nextInt(3) - 1);
    
     if (blockpos.getY() >= 0 && blockpos.getY() < 256 && !worldIn.isBlockLoaded(blockpos))
     {
     return;
     }
    
     IBlockState iblockstate = worldIn.getBlockState(blockpos.up());
     IBlockState iblockstate1 = worldIn.getBlockState(blockpos);
    
     if (iblockstate1.getBlock() == Blocks.DIRT && iblockstate1.getValue(BlockDirt.VARIANT) == BlockDirt.DirtType.DIRT && worldIn.getLightFromNeighbors(blockpos.up()) >= 4 && iblockstate.getLightOpacity(worldIn, pos.up()) <= 2)
     {
     worldIn.setBlockState(blockpos, Blocks.GRASS.getDefaultState());
     }
     }
     }
     }
     }
     }
    
     /**
     * Get the Item that this Block should drop when harvested.
     */
     public Item getItemDropped(IBlockState state, Random rand, int fortune)
     {
     return Blocks.DIRT.getItemDropped(Blocks.DIRT.getDefaultState().withProperty(BlockDirt.VARIANT, BlockDirt.DirtType.DIRT), rand, fortune);
     }
    
     /**
     * Whether this IGrowable can grow
     */
     public boolean canGrow(World worldIn, BlockPos pos, IBlockState state, boolean isClient)
     {
     return true;
     }
    
     public boolean canUseBonemeal(World worldIn, Random rand, BlockPos pos, IBlockState state)
     {
     return true;
     }
    
     public void grow(World worldIn, Random rand, BlockPos pos, IBlockState state)
     {
     BlockPos blockpos = pos.up();
    
     for (int i = 0; i < 128; ++i)
     {
     BlockPos blockpos1 = blockpos;
     int j = 0;
    
     while (true)
     {
     if (j >= i / 16)
     {
     if (worldIn.isAirBlock(blockpos1))
     {
     if (rand.nextInt(8) == 0)
     {
     worldIn.getBiome(blockpos1).plantFlower(worldIn, rand, blockpos1);
     }
     else
     {
     IBlockState iblockstate1 = Blocks.TALLGRASS.getDefaultState().withProperty(BlockTallGrass.TYPE, BlockTallGrass.EnumType.GRASS);
    
     if (Blocks.TALLGRASS.canBlockStay(worldIn, blockpos1, iblockstate1))
     {
     worldIn.setBlockState(blockpos1, iblockstate1, 3);
     }
     }
     }
    
     break;
     }
    
     blockpos1 = blockpos1.add(rand.nextInt(3) - 1, (rand.nextInt(3) - 1) * rand.nextInt(3) / 2, rand.nextInt(3) - 1);
    
     if (worldIn.getBlockState(blockpos1.down()).getBlock() != Blocks.GRASS || worldIn.getBlockState(blockpos1).isNormalCube())
     {
     break;
     }
    
     ++j;
     }
     }
     }
    
     @SideOnly(Side.CLIENT)
     public BlockRenderLayer getBlockLayer()
     {
     return BlockRenderLayer.CUTOUT_MIPPED;
     }
    
     /**
     * Convert the BlockState into the correct metadata value
     */
     public int getMetaFromState(IBlockState state)
     {
     return 0;
     }
    
     protected BlockStateContainer createBlockState()
     {
     return new BlockStateContainer(this, new IProperty[] {SNOWY});
     }
    }

    Posted in: Modification Development
  • 0

    posted a message on How Do You Get The Grass To Render The Correct Color On A Custom Block Model or Modded Block? (1.11.2)

    As my block updates it's light when placed and it returns that the material is grass and also the map color itself is also grass, it doesn't make sense to me how come my block does not work with the default minecraft grass_top texture being some color of green.


    The only texture color I get from using the default texture is grey using grass_top.png and it should be rendering green.

    Posted in: Modification Development
  • 0

    posted a message on How Do You Get The Grass To Render The Correct Color On A Custom Block Model or Modded Block? (1.11.2)

    I am working on a mod that adds blocks to the game and I have one more block to do until the block is finished.


    What I have as an example of what I'm going on about is that I have made a custom block and the grass_top texture renders white.


    Here is a mod src that I am temporarily using to do what I can to make this block, as I have made the block but the grass doesn't render but only one color.


    What it does is it adds one block and one thrown entity:


    https://www.dropbox.com/s/dlkuta8wakmr5rd/src.zip?dl=0



    If someone can get this mod src to work I would be very thankful and enjoy the ability to know how this grass texture stuff works.



    Here's what it does when I use the default Minecraft grass top texture:


    Here is a photo of what it does when I use my texture not being the default one and somewhere there's something that way:




    Here is the code for the grass block that is some form of grass or something that way:


    package aku.example.blocks;

    import aku.example.Reference;
    import java.util.Random;
    import net.minecraft.block.Block;
    import net.minecraft.block.BlockDirt;
    import net.minecraft.block.BlockGrass;
    import net.minecraft.block.BlockTallGrass;
    import net.minecraft.block.IGrowable;
    import net.minecraft.block.material.MapColor;
    import net.minecraft.block.material.Material;
    import net.minecraft.block.properties.IProperty;
    import net.minecraft.block.properties.PropertyDirection;
    import net.minecraft.block.properties.PropertyBool;
    import net.minecraft.block.state.BlockStateContainer;
    import net.minecraft.block.state.IBlockState;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.entity.Entity;
    import net.minecraft.entity.EntityLivingBase;
    import net.minecraft.entity.item.EntityItem;
    import net.minecraft.init.Blocks;
    import net.minecraft.init.Items;
    import net.minecraft.item.ItemStack;
    import net.minecraft.util.BlockRenderLayer;
    import net.minecraft.util.DamageSource;
    import net.minecraft.util.EnumBlockRenderType;
    import net.minecraft.util.EnumFacing;
    import net.minecraft.util.EnumParticleTypes;
    import net.minecraft.util.Mirror;
    import net.minecraft.util.Rotation;
    import net.minecraft.util.math.AxisAlignedBB;
    import net.minecraft.util.math.BlockPos;
    import net.minecraft.util.math.RayTraceResult;
    import net.minecraft.world.ColorizerGrass;
    import net.minecraft.world.IBlockAccess;
    import net.minecraft.world.World;
    import net.minecraftforge.fml.relauncher.Side;
    import net.minecraftforge.fml.relauncher.SideOnly;

    public class grass_covering extends Block
    {
    public static final PropertyDirection FACING = PropertyDirection.create("facing");

    protected static final AxisAlignedBB UP_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.87D, 1.0D);
    protected static final AxisAlignedBB NORTH_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.87D, 1.0D);
    protected static final AxisAlignedBB EAST_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.87D, 1.0D);
    protected static final AxisAlignedBB SOUTH_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.87D, 1.0D);
    protected static final AxisAlignedBB WEST_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.87D, 1.0D);
    protected static final AxisAlignedBB DOWN_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.87D, 1.0D);

    public grass_covering()
    {
    super(Material.GRASS);
    setTickRandomly(true);
    this.setHardness(0.4F);
    setUnlocalizedName(Reference.EBlock.grasscovering.getUnlocalizedName());
    setRegistryName(Reference.EBlock.grasscovering.getRegistryName());
    this.setCreativeTab(CreativeTabs.REDSTONE);
    }
    public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
    {
    switch ((EnumFacing)state.getValue(FACING))
    {
    case DOWN:
    return DOWN_AABB;
    case NORTH:
    return NORTH_AABB;
    case EAST:
    return EAST_AABB;
    case SOUTH:
    return SOUTH_AABB;
    case WEST:
    return WEST_AABB;
    default:
    return UP_AABB;
    }
    }
    public IBlockState getStateForPlacement(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer)
    {
    return this.getDefaultState().withProperty(FACING, facing);
    }
    public IBlockState getStateFromMeta(int meta)
    {
    IBlockState iblockstate = this.getDefaultState();
    iblockstate = iblockstate.withProperty(FACING, EnumFacing.getFront(meta));
    return iblockstate;
    }
    public int getMetaFromState(IBlockState state)
    {
    return ((EnumFacing)state.getValue(FACING)).getIndex();
    }
    protected BlockStateContainer createBlockState()
    {
    return new BlockStateContainer(this, new IProperty[] {FACING});
    }
    public IBlockState withRotation(IBlockState state, Rotation rot)
    {
    return state.withProperty(FACING, rot.rotate((EnumFacing) state.getValue(FACING)));
    }
    public IBlockState withMirror(IBlockState state, Mirror mirrorIn)
    {
    return state.withProperty(FACING, mirrorIn.mirror((EnumFacing) state.getValue(FACING)));
    }
    public void onEntityWalk(World worldIn, BlockPos pos, Entity entityIn)
    {
    if (entityIn instanceof EntityLivingBase)
    {
    worldIn.setBlockToAir(pos);
    }
    super.onEntityWalk(worldIn, pos, entityIn);
    }
    public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entity)
    {

    EnumFacing enumfacing = (EnumFacing)state.getValue(FACING);
    double d0 = pos.getX() + 0.5D;
    double d1 = pos.getY() + 0.8D;
    double d2 = pos.getZ() + 0.5D;
    worldIn.setBlockToAir(pos);
    worldIn.spawnParticle(EnumParticleTypes.BLOCK_CRACK, d0, d1, d2, 0.0D, 0.0D, 0.0D, Block.getIdFromBlock(Blocks.LEAVES));


    }
    public static boolean isFullCube()
    {
    return false;
    }
    public boolean isOpaqueCube(IBlockState state)
    {
    return false;
    }
    public BlockRenderLayer getBlockLayer()
    {
    return BlockRenderLayer.CUTOUT;
    }
    public boolean blocksLight(IBlockState state)
    {
    return true;
    }
    public boolean isSolid(IBlockState state)
    {
    return true;
    }
    public boolean canPlaceBlockAt(World worldIn, BlockPos pos)
    {
    return super.canPlaceBlockAt(worldIn, pos) ? this.canBlockStay(worldIn, pos) : false;
    }
    public boolean canBlockStay(World world, BlockPos pos)
    {
    for(EnumFacing facing : EnumFacing.HORIZONTALS)
    {
    BlockPos posOff = pos.offset(facing);
    IBlockState blockstate = world.getBlockState(posOff);
    if(blockstate.getBlock().isSideSolid(blockstate, world, posOff, facing.getOpposite()) || blockstate.getBlock() == this)
    return true;

    }

    return false;
    }
    public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand)
    {
    if (!worldIn.isRemote)
    {
    if (worldIn.getLightFromNeighbors(pos.up()) < 4 && worldIn.getBlockState(pos.up()).getLightOpacity(worldIn, pos.up()) > 2)
    {
    worldIn.setBlockState(pos, Blocks.DIRT.getDefaultState());
    }
    else if (worldIn.getLightFromNeighbors(pos.up()) >= 9)
    {
    for (int i = 0; i < 4; i++)
    {
    BlockPos blockpos = pos.add(rand.nextInt(3) - 1, rand.nextInt(5) - 3, rand.nextInt(3) - 1);
    if (blockpos.getY() >= 0 && blockpos.getY() < 256 && !worldIn.isBlockLoaded(blockpos))
    {
    return;
    }

    IBlockState iblockstate = worldIn.getBlockState(blockpos.up());
    IBlockState iblockstate1 = worldIn.getBlockState(blockpos);

    if (iblockstate1.getBlock() == Blocks.DIRT && iblockstate1.getValue(BlockDirt.VARIANT) == BlockDirt.DirtType.DIRT && worldIn.getLightFromNeighbors(blockpos.up()) >= 4 && iblockstate.getLightOpacity(worldIn, pos.up()) <= 2)
    {
    worldIn.setBlockState(blockpos, Blocks.GRASS.getDefaultState());
    }
    }
    }
    }
    }

    public MapColor getMapColor(IBlockState state)
    {
    return MapColor.GRASS;
    }
    }

    Posted in: Modification Development
  • 0

    posted a message on Chisels & Bits + Flat Colored Blocks

    Will you do a version for 1.11.2 where the crafting for the bit tank has a different recipe?


    My suggestion is to remove the iron block from the following recipe and replace it with a texture that is a more suitable placement for that matter.



    The following problem:

    "I do not agree with pooring a liquid such as lava through an iron block."


    In the following quote there is the default invisible texture for minecraft, which appears that the liquid is able to.

    It is a default 64x64 texture. Lowering it's detail as to it being 16x16 does not make it render right if you were to place it on the desktop and see the texture.






    Here is also a link for that image:

    https://imgur.com/gW795Dm


    This is what I use for all of my models pretty much, and is what I have replaced the model that came with the mod as the bit tank.


    As I am not the author of the mod then I'm not able to change the crafting recipe.


    If there was a solution to the problem by changing the model then it would work that way.

    Anywhere that there is two blocks or shapes of a model touching, the facing side side of the individual shape or cube is to be rendered invisible or it occurs as something that z-fights that way.




    If models are not created in this manner then they consume resources.

    Posted in: Minecraft Mods
  • 0

    posted a message on Questions About The 1.15 Obfuscation Maps and Modding Minecraft

    Is there a way I can look at the minecraft code as unobfuscated or in a readable way such as using a java file reader?


    What I am looking for is something similar that I can use such as this:


    https://www.dropbox.com/s/52xonh9rdhpn94t/Minecraft Code Stuff 1.10.2-1.11.2.7z?dl=0


    Being something I have put together with a java file reader and the existing minecraft code from the following file tree located through minecraft forge's mdk:


    build ----> tmp ----> recompileMc ----> sources ----> net


    Which displays two folders:

    minecraft

    minecraftforge



    I have this from back in the day when Minecraft was able to be coded by decompiling it with 1300MB of data on a 32-bit computer.


    Which is what I am using as an offline mod builder.


    I use the above to read the files because I am not able to decompile a larger file than 1.3GB of data, and I have looked through the 1.15 .json associated with the download of the jar.


    I did not see and there is not a way to look through the file and find it by searching for "obfuscation map".


    So, what I have done is read is several places that the obfuscation map exists somewhere as a link to download and I am unable to locate it.


    It did download additional native files with the jar as something additional that other versions that I have downloaded did not come with.


    Although there is no explanation as what to do with these files or as to where the download for the obfuscation mappings is other than it being announced with the release.



    the forum's information:




    Obfuscation maps:


    All future updates to Java Edition will now have their corresponding
    obfuscation map be available to modders for research purposes. This
    should help to speed up the time it takes for mods to be updated to new
    versions.


    Minecraft Wiki's information:


    "Downloads to client and server obfuscation maps are now included in client.json."



    I have looked in the .json file for a download link to provide me with a similar "minecraft" file and I have had no such luck.




    I have similar problems with such things with other video games. Such as false advertisement or the video game being possibly editable, but I do not actually get what it is that I have purchased.


    If I am not able to read what I am playing when I am the purchaser then logically I have been falsely sold a product based on comparison.



    The above file that I have made being less than 3MB in file size gives me the complete ability to read the code for Minecraft.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Request: 2D Throwable Entity and Item (Basic mod src provided to work from)

    I am working on an example mod to examplify how to add blocks, entities, and simple things of that nature such as a block I have coded which faces in all six directions with custom hitboxes.


    The only entity modeler I can find is Tabula. Although, I once had this coded somewhere I have looked for about a week or so and went at it at various different angles to add a 2D thrown entity with item although I have accomplished adding 3D ones.


    I have a mod that gives you the ability to craft spheres which have entities.

    When you right click the item, the entity is thrown and one is subtracted from the item stack.

    Here is that src, which is the src for The Basic Elements:

    https://www.dropbox.com/s/nskkvpa7wz7zy22/tbe-1.11-beta7-src.zip?dl=0


    All you have to do is drag the src file into where you've extracted forge and run the build command and the mod builds.

    I figure since my mod has spheres someone could work with the code example and add a 2D throwable pebble of some kind or another.


    If anyone has any extra time or would like to check out some new code or something and post a src on here with the 2D thrown entity that'd be cool.


    The mod I'm working on now has a 3D throwing projectile, an alien blue block, and will feature a extra snowball item and a dagger with a couple of power blocks, that being the goal. I've also recoded the original spike block from Xbox Live way back when and got it working with pistons and sticky pistons both. Which faces in all six directions with custom hitboxes added for alignment in each direction. Also being something I have coded for this individual project.


    The difference between my code and the snowball code is that entitySnowball extends entityThrowable.

    Any help is appreciated.


    All of my code is for 1.11.2.

    Posted in: Requests / Ideas For Mods
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    posted a message on Need Help With Blocks Rendering Partially Invisible (Solved)

    public boolean isOpaqueCube()

    {

    return false;

    }


    Being what I had originally.


    The answer and solution to my problem being:


    public boolean isOpaqueCube(IBlockState state)

    {

    return false;

    }


    So in order for the game to recognize the detail of the block I was specifying I had to refer to the actual state of the block although my code was correct.

    So by applying the change the result being that my block that is transluscent or cutout renders where the connected blocks are rendered correctly otherwise resulting in the blocks connected having sides apparently missing.


    So if it's public only () is alright, but if it's a public boolean then I have to refer to the state of the block itself.


    Issues been solved.

    Posted in: Modification Development
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    posted a message on Need Help With Blocks Rendering Partially Invisible (Solved)

    But yeah, if anyone knows of a guide that they have a link to or a simple answer as to how to solve the issue that'd help and thanks.

    When I look it up all I get is search results for invisible block mods. Good cup of coffee though.

    Posted in: Modification Development
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    posted a message on Need Help With Blocks Rendering Partially Invisible (Solved)

    Alright, so what I have done is I have made a mod block. When I place the block in the world it slays the zombies being the spike block that it is. It has a smaller bounding box than the traditional size block and everything. I'm running into the same problem though that I ran into creating my newest art project to where there are two transparent blocks. Now the spike block uses CUTOUT and the transparent ones render TRANSLUCENT.

    Whenever I place either a transluscent or cutout type blocks that I have coded, what I am running into is that all blocks connected do not fully render. By placing my block it turns the connected blocks partially see through to where it removes all connected faces of the traditional block that is connected to the modded block. That being the problem that I am having, I figured I'd make a post on here about it since I can't find the answer anywhere and most likely it's something relatively simple.

    Posted in: Modification Development
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    posted a message on The Magic Set of Silverware

    There are many stories about the magic set of silverware. I happen to be the person with that has that set of silverware.
    The collection began with one fork having two marks at the bottom. The two spoons. That and the two butterknives.

    2016-2018 to complete the whole set.

    Clover is clover. Spoon that which is spoon with spoon handle that is spoon. It has a shovel with two swirls on the handle. Jagged spoon, it breaks the tip of blades and has the solid handle. That and there are two psychically bent butter knives. Both were held with two thumbs, to the left of where the thumb is where they are bent.
    Which is a fairly interesting story because originally there was one fork. The innocent fork is the innocent one and this fork is this. There were jars and two countertops..

    What is interesting about the photos is that the metal turns into where it has a blue tint. Which is kinda' neat when it comes to magical metals like mithril found on video games and discussion on the matter of enchanted metals existing on Earth.
    Here are some pictures of the set:


    Shortly after, I got the worst weapon that I forged out of that which isn't chest that is a chest, which is where it is kept. It is a toothpick for open wounds, forged from the wire of a blue lampshade. Firepit, tiny hammer, and a cinderblock brick.
    I layed it on the same table where the magic set of silverware had been. The table in the photo turned purple. No flash or anything was used when taking the photo.

    Posted in: General Off Topic
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    posted a message on A Way To Build A Mod Without The Decompile Is What I'm Lookin' For.
    Blaming others because of your ineptitude and saying reality doesn't work the way it does doesn't allow us magically able to help you.


    If you really look at what's going on you can see networking is 32-bit based and the way forge is may look the way it does but it will lead to fragmentation.

    Which also gets me to looking at Minecraft and the basis of Minecraft code and for that matter servers in general possibly.

    Because if on the forge side of the basis is being fragmented then it has to be cleaned up somewhere of the base code of Minecraft. Which would or may appear as a container but really wouldn't be and that's how the base code of Minecraft would be fragmented and damaged. It's almost similar to a mass ratio inspiral. If you don't keep the outside sphere spinning around the one in the middle then it goes inside the one in the middle and doesn't exist anymore. That or the sphere in the middle changes, fragments, or is corrupted.

    The basis of the argument being 64-bit existing before 32-bit results in fragmentation or corruption.


    So forge will either have to be 32-bit or be separated from the base code of Minecraft which would make it to where there's not modding for Minecraft anymore.


    Build and notepad though. I got notepad.

    Posted in: Modification Development
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    posted a message on A Way To Build A Mod Without The Decompile Is What I'm Lookin' For.

    A complete working mod can be imagined with AI in less than two seconds, but that's not the same as coding it yourself. Like its one thing to imagine a mod its another to write it by hand.
    Coding will always be coding. Typing is typing. That's the fun part.


    Like I've been typing and coding for 17 years or so now.... Began with Black and White. That's what I do.

    AI was fun. But I really enjoy chillin', drinkin' coffee, and typing code.

    Posted in: Modification Development
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