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[1.9.4] world.getBlockMetadata?


x_j0nnay_x

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Methods relating to

Block

s and metadata now use

IBlockState

instead. Forge's documentation has an introduction to block states here.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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It doesn't exist.

World#getBlockState

is the replacement for both

World#getBlock

and

World#getBlockMetadata

.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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okay so ive been working and trying to figure out how this goes but i cant get my head to work out what to do

 

im trying to check to see if the block is a source block, and im not finding how to do the block pos that the code is asking for if i try x,y,z it gives me an error, so heres the line of code im working on some of it is misssing since ive been working on this since last night and every time i try something i dose not work.

the problems im having are at the playsound, getblock, setblock, the metadata of a block at the x,y,z , and checking a blocks light value at the x,y,z

public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack, IBlockState blockState)
{
	if (itemStack.getItem() == DefineCraftModItems.HellStoneBoots)
	{
			for(int _x = -3; _x <= 3; _x++) {
			for(int _z = -3; _z <= 3; _z++) {
				if(Math.abs(_x) + Math.abs(_z) <= 3) {
						int x = (int) player.posX;
						int y = (int) player.posY - 1;
						int z = (int) player.posZ;
						boolean IsFlowing = (world.getBlockState(null) != null); //(x+_x, y, z+_z).getBlock >= 1);
						boolean IsStill = (world.getBlockMetadata(x+_x, y, z+_z) == 0);
						Block block0 = world.getBlock(x,y+1,z);
						Block block = world.getBlock(x+_x, y, z+_z);
				            //check and replace.
				        if(block == Blocks.water && IsStill || block ==Blocks.flowing_water && IsStill){
				        	blockState.setBlock(x+_x, y, z+_z, DefineCraftModBlocks.meltingObsidian1);
				    		world.playSound(player, (float)x + 0.5F, (float)y + 0.5F, (float)z + 0.5F, "random.fizz",  0.5F, 2.6F + (world.rand.nextFloat() - world.rand.nextFloat()) * 0.8F);
				    			}
				        if(block == Blocks.lava && IsStill || block ==Blocks.flowing_lava && IsStill){
			    			world.setBlock(x+_x, y, z+_z, DefineCraftModBlocks.meltingObsidian);
			    			world.playSoundEffect((double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F), "random.fizz", 0.5F, 2.6F + (world.rand.nextFloat() - world.rand.nextFloat()) * 0.8F);
			    			}
				        if(block == Blocks.water && IsFlowing || block ==Blocks.flowing_water && IsFlowing || block == Blocks.lava && IsFlowing || block ==Blocks.flowing_lava && IsFlowing){
			    			world.setBlock(x+_x, y, z+_z, DefineCraftModBlocks.meltingObsidian0);
			    			world.playSoundEffect((double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F), "random.fizz", 0.5F, 2.6F + (world.rand.nextFloat() - world.rand.nextFloat()) * 0.8F);
			    			}
				      //has full armor
						if (itemStack.getItem() == DefineCraftModItems.HellStoneBoots && itemStack.getItem() == DefineCraftModItems.HellStoneLegs && itemStack.getItem() == DefineCraftModItems.HellStoneChest && itemStack.getItem() == DefineCraftModItems.HellStoneHelmet){
							{
							if (world.getLightValue (x-1, y+1, z) <7 && block0 != DefineCraftModBlocks.VanishingLight){
							 if (world.getBlock(x-1, y+1, z) == Blocks.air){ 
								 world.setBlock(x-1,y+1,z, DefineCraftModBlocks.VanishingLight);
								 world.playSoundEffect((double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F), "step.stone", 0.5F, 2.6F + (world.rand.nextFloat() - world.rand.nextFloat()) * 0.8F);
							  }
							  else
							  { 
								 world.setBlock(x-1,y+2,z, DefineCraftModBlocks.VanishingLight);
							     world.playSoundEffect((double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F), "step.stone", 0.5F, 2.6F + (world.rand.nextFloat() - world.rand.nextFloat()) * 0.8F);
							  }
							  }
							 if (player.isBurning()){
								player.extinguish(); 
								 world.playSound((double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F), "random.fizz", 0.5F, 2.6F + (world.rand.nextFloat() - world.rand.nextFloat()) * 0.8F);
							 }
						}
				        }
				    }
				}
			}
		}
	//Just Chest
		if (itemStack.getItem() == (DefineCraftModItems.HellStoneChest)){
			player.fallDistance = 0.0F;
			 player.capabilities.allowFlying = true;
			}
	//just helme
	if(itemStack.getItem().getUnlocalizedName() == "HellStoneHelmet")
	{
		if(player.isInWater())
		{
			player.setAir(20);
		}
	}
  }

 

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this is what i have came up with but its still not working, and its giving me an error

boolean IsFlowing = (world.getBlockState(blockPos.getDistance(x+_x, y, z+_z)) >= 1); //(x+_x, y, z+_z).getBlock >= 1);

the error is :

The method getBlockState(BlockPos) in the type World is not applicable for the arguments (double)

 

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Any method that took a block position as individual coordinate arguments now takes a single

BlockPos

argument instead.

 

Use

World#getBlockState

to get the

IBlockState

at a

BlockPos

or

World#setBlockState

to set it.

 

Use

IBlockState#getBlock

to get the

Block

represented by an

IBlockState

. Use

IBlockState#getValue

to get the value of an

IProperty

in the

IBlockState

.

 

Use

Block#getDefaultState

to get the default

IBlockState

of a

Block

, then chain

IBlockState#withProperty

calls to get the

IBlockState

with the specified property values set.

 

Blocks usually store their properties in static fields. In this case,

BlockLiquid.LEVEL

is the property you want to query the value of. This uses the same values as the metadata in earlier versions, so 0 is a source block and 15 is the smallest amount of liquid.

 

Forge's documentation explains how to play sounds in 1.9+ here.

 

BlockPos

has methods to offset the position in each cardinal direction (i.e. add the specified amount to a single coordinate) and to add an arbitrary amount to each coordinate. Use these instead of manually re-creating

BlockPos

objects where possible, this will make your code easier to read.

 

All of the casts to

double

and

float

are pointless,

int

s are automatically promoted to

float

s,

float

s are automatically promoted to

double

s. You only see that in the vanilla code because the compiler generates the casts for you.

 

You check if a single

ItemStack

's

Item

is equal to all of your armour

Item

s; but it can only be one of them, not all of them. You later compare the

Item

using its unlocalised name; this is a bad idea since unlocalised names aren't unique and can change at any time.

 

A class generally shouldn't be checking for specific instances of itself, use

instanceof

to check if the player's equipped items are your armour and the

ItemArmor#armorType

field to check which equipment slot

this

is for.

 

Your

onArmorTick

method has a random

IBlockState

argument and doesn't override the super method.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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im not fully understanding what your saying, i understand most of it but im still getting an error, so i know im missing somthing in the code

heres a link to the github if needed:  https://github.com/x-j0nnay-x/Definecraft-1.9.4-Src

 

This is kinda like: "That thing doesn't do the thing I want it to. I don't understand the thing that is supposed to make that other thing do its thing".

In other words - you are too vague and we are not gonna write method for you.

You got one of best explanation of IBlockState there is - what do you not understand?

 

* x,y,z is now BlockPos - wrapped x,y,z

* You don't separately ask world about Block or Metadata at given x,y,z - you ask it about state which is wrapper for both block and metadata.

* Metadata is no longer integer 0-15 (it is, but only in serialization), but is represented by properties inside said state. Those properties can be whatever you want, you can have plenty of them, it's just that given x,y,z can still only hold 16 bits of data (said serialization metadata).

 

What is so hard?

1.7.10 is no longer supported by forge, you are on your own.

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Thank you i Understood that, its just when reading long lines i get mixed up,

 

so if i am getting what your saying then this should work for checking if the block is the source or not. and this double Grid will be where it will check?

double Grid =  (blockPos.getDistance(x+_x, y, z+_z));
boolean IsSource = (world.getBlockState(blockPos).isFullBlock());	

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// Assumed variable: "blockPos"

double Grid =  (blockPos.getDistance(x+_x, y, z+_z)); // double "Grid" will be equal to distance from "blockPos" to coords of your choice "x+_x, y, z+_z" - where idk what are those variables. Also - this has nothing to do with line below so idk why you even posted it.
boolean IsSource = (world.getBlockState(blockPos).isFullBlock()); // you will get state at "blockPos" (x/y/z) and check if block is full. Idk if full block means that it is source of water - if you want to check for source you need to get META from STATE and check if it is source (meta=0 i think).

 

P.S - what's up with this "bold" code formatting :P

1.7.10 is no longer supported by forge, you are on your own.

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the x+_x, y, z+_z is for my for loop. in 1.7.10 it checked 3 in front, back, left, right to see if its water or lava. i dont know where to look to find how things where changed, and i feel stupid for asking alot of questions. i did get the sound working now just need to get the checking the block done and the replacing the block done.

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Something like this, idk wrote it in post:

 

for (BlockPos pos : BlockPos.getAllInBox(blockPos.down(3).east(3), blockPos.up(3).west(3)))
{
    IBlockState state = world.getBlockState(pos);
    if (state.getBlock() == WATER && state.getValue(BlockLiquid.LEVEL) == 0) do something and eventually call break if needed.
}

 

Source is either 0 or 15. or something, idk.

1.7.10 is no longer supported by forge, you are on your own.

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what ernio said would work. frankly i wouldn't write it that way (create 49 BlockPos objects for the loop variable and 6 for bounds), but it would work. calling getAllInBoxMutable instead eliminates object creation for iterations.

 

anyway, relax about blockstates, they are a good thing (even if they are bothersome sometimes). if you have the state of a wooden log block, you can just ask "is its type a birch?" instead of "is meta & 3 equal to 2?". serious difference, don't you agree?

 

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P.S - what's up with this "bold" code formatting :P

 

The forum's new syntax highlighter is trying to syntax highlight your comments.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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P.S - what's up with this "bold" code formatting :P

 

The forum's new syntax highlighter is trying to syntax highlight your comments.

 

Well, that is obvious "d18" :)

So then other question, is there something like [.code=java][./code] or something.

 

Whoa... I didn't know =" " adds title:


1.7.10 is no longer supported by forge, you are on your own.

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is there a place to find what forge looks for the sounds, what i have shows no errors but its not working,

world.playSound(player, (double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F),  Blocks.FIRE.getSoundType().getPlaceSound(), null , Blocks.STONE.getSoundType().getVolume(), Blocks.STONE.getSoundType().getPitch());	
world.playSound(player, (double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F),  Blocks.STONE.getSoundType().getPlaceSound(), null , Blocks.STONE.getSoundType().getVolume(), Blocks.STONE.getSoundType().getPitch());	

so if you have any idea of why its not working i would like to know, i think its with how im getting the sound,

 

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for (BlockPos pos : BlockPos.getAllInBox(blockPos.down(3).east(3), blockPos.up(3).west(3)))
		{
		if (itemStack.getItem() == DefineCraftModItems.HellStoneBoots)
		{
		    IBlockState state = world.getBlockState(blockPos);
		    if (state.getBlock() == Blocks.WATER && state.getValue(BlockLiquid.LEVEL) == 0 || state.getBlock() == Blocks.FLOWING_WATER && state.getValue(BlockLiquid.LEVEL) == 0)
		    {
		//    	world.setBlock(x+_x, y, z+_z, DefineCraftModBlocks.meltingObsidian1,0, 1);
		    	//blockState.setBlock(x+_x, y, z+_z, DefineCraftModBlocks.meltingObsidian1);
	        	world.playSound(player, (double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F),  Blocks.FIRE.getSoundType().getPlaceSound(), null , Blocks.STONE.getSoundType().getVolume(), Blocks.STONE.getSoundType().getPitch());	
	        }
		    if (state.getBlock() == Blocks.LAVA && state.getValue(BlockLiquid.LEVEL) == 0 || state.getBlock() == Blocks.FLOWING_LAVA && state.getValue(BlockLiquid.LEVEL) == 0)
		    {
		   // 	blockState.setBlock(x+_x, y, z+_z, DefineCraftModBlocks.meltingObsidian);
	        	world.playSound(player, (double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F),  Blocks.FIRE.getSoundType().getPlaceSound(), null , Blocks.STONE.getSoundType().getVolume(), Blocks.STONE.getSoundType().getPitch());	
	        }
		    else if (state.getBlock() == Blocks.LAVA && state.getValue(BlockLiquid.LEVEL) >= 1 || state.getBlock() == Blocks.FLOWING_LAVA && state.getValue(BlockLiquid.LEVEL) >= 1)
		    {
		    //	blockState.setBlock(x+_x, y, z+_z, DefineCraftModBlocks.meltingObsidian0);
	        	world.playSound(player, (double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F),  Blocks.FIRE.getSoundType().getPlaceSound(), null , Blocks.STONE.getSoundType().getVolume(), Blocks.STONE.getSoundType().getPitch());	
	        }
		}

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okay, did not know you wanted the whole armor tick, its in the github link. but here is the latest setup

public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack, IBlockState blockState, BlockPos blockPos)
{
	int x = (int) player.posX;
	int y = (int) player.posY - 1;
	int z = (int) player.posZ;
	for(int _x = -3; _x <= 3; _x++) {
		for(int _z = -3; _z <= 3; _z++) {
			if(Math.abs(_x) + Math.abs(_z) <= 3) {
	for (BlockPos pos : BlockPos.getAllInBox(blockPos.down(3).east(3), blockPos.up(3).west(3)))
		{
		if (itemStack.getItem() == DefineCraftModItems.HellStoneBoots)
		{
		    IBlockState state = world.getBlockState(blockPos);
		    if (state.getBlock() == Blocks.WATER && state.getValue(BlockLiquid.LEVEL) == 0 || state.getBlock() == Blocks.FLOWING_WATER && state.getValue(BlockLiquid.LEVEL) == 0)
		    {
		//    	world.setBlock(x+_x, y, z+_z, DefineCraftModBlocks.meltingObsidian1,0, 1);
		    	//blockState.setBlock(x+_x, y, z+_z, DefineCraftModBlocks.meltingObsidian1);
	        	world.playSound(player, (double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F),  Blocks.FIRE.getSoundType().getPlaceSound(), null , Blocks.STONE.getSoundType().getVolume(), Blocks.STONE.getSoundType().getPitch());	
	        }
		    if (state.getBlock() == Blocks.LAVA && state.getValue(BlockLiquid.LEVEL) == 0 || state.getBlock() == Blocks.FLOWING_LAVA && state.getValue(BlockLiquid.LEVEL) == 0)
		    {
		   // 	blockState.setBlock(x+_x, y, z+_z, DefineCraftModBlocks.meltingObsidian);
	        	world.playSound(player, (double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F),  Blocks.FIRE.getSoundType().getPlaceSound(), null , Blocks.STONE.getSoundType().getVolume(), Blocks.STONE.getSoundType().getPitch());	
	        }
		    else if (state.getBlock() == Blocks.LAVA && state.getValue(BlockLiquid.LEVEL) >= 1 || state.getBlock() == Blocks.FLOWING_LAVA && state.getValue(BlockLiquid.LEVEL) >= 1)
		    {
		    //	blockState.setBlock(x+_x, y, z+_z, DefineCraftModBlocks.meltingObsidian0);
	        	world.playSound(player, (double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F),  Blocks.FIRE.getSoundType().getPlaceSound(), null , Blocks.STONE.getSoundType().getVolume(), Blocks.STONE.getSoundType().getPitch());	
	        }
		}
	}//has full armor
						if (itemStack.getItem() == DefineCraftModItems.HellStoneBoots && itemStack.getItem() == DefineCraftModItems.HellStoneLegs && itemStack.getItem() == DefineCraftModItems.HellStoneChest && itemStack.getItem() == DefineCraftModItems.HellStoneHelmet){
							{
						//	if (world.getLightValue (x-1, y+1, z) <7 && block0 != DefineCraftModBlocks.VanishingLight){
						//	if (world.getBlock(x-1, y+1, z) == Blocks.air){ 
						//		 world.setBlock(x-1,y+1,z, DefineCraftModBlocks.VanishingLight);
						    	 world.playSound(player, (double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F),  Blocks.STONE.getSoundType().getPlaceSound(), null , Blocks.STONE.getSoundType().getVolume(), Blocks.STONE.getSoundType().getPitch());	
						//	}
						//	  else
						//	  { 
						//		 world.setBlock(x-1,y+2,z, DefineCraftModBlocks.VanishingLight);
						    	 world.playSound(player, (double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F),  Blocks.STONE.getSoundType().getPlaceSound(), null , Blocks.STONE.getSoundType().getVolume(), Blocks.STONE.getSoundType().getPitch());	
							  }
						  }
							 if (player.isBurning()){
								player.extinguish(); 
					    		world.playSound(player, (double)((float)x + 0.5F), (double)((float)y + 0.5F), (double)((float)z + 0.5F),  Blocks.STONE.getSoundType().getPlaceSound(), null , Blocks.STONE.getSoundType().getVolume(), Blocks.STONE.getSoundType().getPitch());	
							 }
						}
				     //   }
				   // }
		}
	}

	//Just Chest
		if (itemStack.getItem() == (DefineCraftModItems.HellStoneChest)){
			player.fallDistance = 0.0F;
			 player.capabilities.allowFlying = true;
			}
	//just helme
	if(itemStack.getItem().getUnlocalizedName() == "HellStoneHelmet")
	{
		if(player.isInWater())
		{
			player.setAir(20);
		}
	}
  }

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    • OLXTOTO - Bandar Togel Online Dan Slot Terbesar Di Indonesia OLXTOTO telah lama dikenal sebagai salah satu bandar online terkemuka di Indonesia, terutama dalam pasar togel dan slot. Dengan reputasi yang solid dan pengalaman bertahun-tahun, OLXTOTO menawarkan platform yang aman dan andal bagi para penggemar perjudian daring. DAFTAR OLXTOTO DISINI DAFTAR OLXTOTO DISINI DAFTAR OLXTOTO DISINI Beragam Permainan Togel Sebagai bandar online terbesar di Indonesia, OLXTOTO menawarkan berbagai macam permainan togel. Mulai dari togel Singapura, togel Hongkong, hingga togel Sidney, pemain memiliki banyak pilihan untuk mencoba keberuntungan mereka. Dengan sistem yang transparan dan hasil yang adil, OLXTOTO memastikan bahwa setiap taruhan diproses dengan cepat dan tanpa keadaan. Slot Online Berkualitas Selain togel, OLXTOTO juga menawarkan berbagai permainan slot online yang menarik. Dari slot klasik hingga slot video modern, pemain dapat menemukan berbagai opsi permainan yang sesuai dengan preferensi mereka. Dengan grafis yang memukau dan fitur bonus yang menggiurkan, pengalaman bermain slot di OLXTOTO tidak akan pernah membosankan. Keamanan dan Kepuasan Pelanggan Terjamin Keamanan dan kepuasan pelanggan merupakan prioritas utama di OLXTOTO. Mereka menggunakan teknologi enkripsi terbaru untuk melindungi data pribadi dan keuangan para pemain. Tim dukungan pelanggan yang ramah dan responsif siap membantu pemain dengan setiap pertanyaan atau masalah yang mereka hadapi. Promosi dan Bonus Menarik OLXTOTO sering menawarkan promosi dan bonus menarik kepada para pemainnya. Mulai dari bonus selamat datang hingga bonus deposit, pemain memiliki kesempatan untuk meningkatkan kemenangan mereka dengan memanfaatkan berbagai penawaran yang tersedia. Penutup Dengan reputasi yang solid, beragam permainan berkualitas, dan komitmen terhadap keamanan dan kepuasan pelanggan, OLXTOTO tetap menjadi salah satu pilihan utama bagi para pecinta judi online di Indonesia. Jika Anda mencari pengalaman berjudi yang menyenangkan dan terpercaya, OLXTOTO layak dipertimbangkan.
    • I have been having a problem with minecraft forge. Any version. Everytime I try to launch it it always comes back with error code 1. I have tried launching from curseforge, from the minecraft launcher. I have also tried resetting my computer to see if that would help. It works on my other computer but that one is too old to run it properly. I have tried with and without mods aswell. Fabric works, optifine works, and MultiMC works aswell but i want to use forge. If you can help with this issue please DM on discord my # is Haole_Dawg#6676
    • Add the latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here  
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