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  • fabricator77

fabricator77

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    August 17, 2012
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    June 22, 2014

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About fabricator77

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    Tree Puncher

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  1. fabricator77

    Missing world generation hook

    fabricator77 replied to therealergo's topic in Suggestions

    You can just de-register dimensions -1 and 1, and put your own WorldProvider in their place. Look at forge's DimensionManager.
    • June 11, 2014
    • 3 replies
  2. fabricator77

    [1.7.2] Dimension world generation problems

    fabricator77 replied to The_SlayerMC's topic in Modder Support

    in WorldGenAPI ItemStack it = is[r.nextInt(amountOfItems - 1) + 1]; But your giving it only 1 for amountOfItems in WorldGenWorkShop End result, r.nextInt(0) which is returning -1 sometimes and crashing things. I'd fix placeChestWithContents and placeModdedChestWithContents, you've got multiple problems, for instance nowhere does it set the size of the itemStack placed in the chest inventory.
    • June 8, 2014
    • 4 replies
  3. fabricator77

    [1.7.2] Custom Render Block Lighting Issues?

    fabricator77 replied to Heltrato's topic in Modder Support

    Try this, based upon differences between your code, and the renderer for Minecraft chests. public void renderTileEntityAt(TileEntity tileentity, double x, double y,double z, float f) { GL11.glPushMatrix(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glTranslatef((float)x + 0.5F, (float)y - -1.5F, (float)z + 0.5F); GL11.glRotatef(180F, 0F, 0F, 1F); bindTexture(texture); GL11.glPushMatrix(); model.renderModel(0.0625F); GL11.glPopMatrix(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glPopMatrix(); } It's most likely the normal code that is your issue.
    • June 8, 2014
    • 2 replies
  4. fabricator77

    1.7.2 Help with making a new biome

    fabricator77 replied to Voidedpizzel's topic in Modder Support

    pre 1.7.2 There is a list of biomes, you randomly choose one, then apply rivers and rare/edge/sub biomes. post 1.7.2 There is 4 separate lists of biomes, which are created in such a way as to apply all sorts of rules to what goes where. This is the main reason there isn't a simple GameRegistry.addBiomes any more. As you'd need to have 4 separate ones, plus some way to deal with Minecraft's own biome rules that make Mesa 50% of the desert biomes for instance. There are work arounds, which involve a lot of extra code to either: 1. Provide your own GenLayer replacement code to swap some biomes for your biome. 2. Paint a shape of your biome over the top of the end result (this is what Thaumcraft does with it's magical forest biome). 3. Hack into the Minecraft code using reflection to override their stuff. I could write up in detail how the current biome code works, but it would take up 4 or more pages. Suffice to say there are a few issues that need to be resolved before we could even consider a set of Forge biome registration system.
    • May 27, 2014
    • 10 replies
  5. fabricator77

    [1.7.2]Custom Bed doesn't reset Time in custom Dimension

    fabricator77 replied to Dragonisser's topic in Modder Support

    This should be made into a Forge pull request, as a number of modders are going to hit the same problem. MinecraftServer.java would be the one to patch to fix this right ? Add a check for every worldServer to see if all the players in that dim are sleeping.
    • April 18, 2014
    • 18 replies
  6. fabricator77

    [1.7.2] Want to make a book for my mod's information ingame

    fabricator77 replied to Budboy33's topic in Modder Support

    Tinkers Construct for 1.7.2 https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/tconstruct/items/Manual.java Been meaning to look at how it works myself, but got a bigger mod to finish first.
    • April 1, 2014
    • 6 replies
  7. fabricator77

    [1.7.2] Would this work? Some questions about modding

    fabricator77 replied to KGS's topic in Modder Support

    I think you'll find the real issues are memory and speed. How long does it take to generate a hash ? How long does it take to retrieve a set of values (from the hash table) for a single block ? How many blocks in world ? How much memory total for the number of blocks ? Even if you have a single one of your blocks visible, you need to have the data for all of them in memory. Also where do you plan to store the data itself ? Using a TileEntity is a much simpler method, especially if you need to add extra values for each block.
    • March 21, 2014
    • 9 replies
  8. fabricator77

    1.7 Block Textures not been loaded

    fabricator77 replied to cdkrot's topic in Support & Bug Reports

    Maybe you've just included the wrong class in your header, for example there are multiple Block classes, only two of them are part of Minecraft.
    • March 4, 2014
    • 3 replies
  9. fabricator77

    Memory leak?

    fabricator77 replied to NotGodsArmy666's topic in Support & Bug Reports

    I did ask if they had any more details on this, no reply. Most likely it's the Teleporter class, as that creates (and presumably hangs onto) a number of things like two WorldServers. Could also be a lot of different things in the world itself, like chunk loading/unloading.
    • March 4, 2014
    • 8 replies
  10. fabricator77

    Hook to allow for a custom LAN port

    fabricator77 replied to source-code's topic in Suggestions

    So create a core mod, it's still possible to edit base classes that way.
    • March 4, 2014
    • 3 replies
  11. fabricator77

    1.7.2 Crash when creating world/No connection to servers (Build: 10.12.0.1034

    fabricator77 replied to Split00's topic in Support & Bug Reports

    It's failing to create the child process, which is the actual server that generates the world, saves it etc. Could be a security setting, in java or your anti virus. Try using a locally installed MinecraftServer, adding forge to it and see if that works.
    • March 4, 2014
    • 3 replies
  12. fabricator77

    [1.7.2] [solved] replacing existing mobs/entities with custom ones

    fabricator77 replied to yarrmateys's topic in Modder Support

    • February 14, 2014
    • 13 replies
  13. fabricator77

    [1.7.2] build 1024 Multiple Mob bugs.

    fabricator77 posted a topic in Support & Bug Reports

    In EntityEnderman.java another 256 block limit. private static boolean[] carriableBlocks = new boolean[256]; and if (carriableBlocks[block.getIdFromBlock(block)]) Another derp from Mojang, and yes it does crash at that if statement when the ID is above 255. Only fix at the moment is to use /gamerule mobGriefing false . Also none of the sound effects for the Witch mob work, not sure when/how that happened.
    • February 8, 2014
    • 2 replies
  14. fabricator77

    Testing an ore genereator?

    fabricator77 replied to chasingfire_hpps's topic in Modder Support

    Could also try replacing the mob spawns with EntityTNTPrimed and let the mobs blow everything up for you.
    • February 1, 2014
    • 9 replies
  15. fabricator77

    [1.7.2] replacements for connectionHandler events ?

    fabricator77 replied to fabricator77's topic in Modder Support

    OK I've got two @SubscribeEvent handlers Neither of them work for my purposes. This one is called when the Player is connected, which does work most of the time. However sometimes the data is needed before the world loads, which causes a crash. public void onPlayerLoggedIn(PlayerLoggedInEvent event) called earlier, seems ideal, but as client isn't initialized at this point, the packet send isn't received. I cut and pasted the packet send code into two classes, the other is a CommandBase (server chat command) so common code in both. public void onClientConnected (ServerConnectionFromClientEvent event) It's all very frustrating, the data is akin to block ids, needs to be registered before it tries to use it.
    • January 20, 2014
    • 2 replies
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