Posts by GregoriusT
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It's really complicated, look at this:
Code
Display Morefloat var4 = 1.0F; float var5 = par2EntityPlayer.prevRotationPitch + (par2EntityPlayer.rotationPitch - par2EntityPlayer.prevRotationPitch) * var4; float var6 = par2EntityPlayer.prevRotationYaw + (par2EntityPlayer.rotationYaw - par2EntityPlayer.prevRotationYaw) * var4; double var7 = par2EntityPlayer.prevPosX + (par2EntityPlayer.posX - par2EntityPlayer.prevPosX) * var4; double var9 = par2EntityPlayer.prevPosY + (par2EntityPlayer.posY - par2EntityPlayer.prevPosY) * var4 + 1.62D - par2EntityPlayer.yOffset; double var11 = par2EntityPlayer.prevPosZ + (par2EntityPlayer.posZ - par2EntityPlayer.prevPosZ) * var4; Vec3 var13 = par1World.getWorldVec3Pool().getVecFromPool(var7, var9, var11); float var14 = MathHelper.cos(-var6 * 0.017453292F - (float) Math.PI); float var15 = MathHelper.sin(-var6 * 0.017453292F - (float) Math.PI); float var16 = -MathHelper.cos(-var5 * 0.017453292F); float var17 = MathHelper.sin(-var5 * 0.017453292F); float var18 = var15 * var16; float var20 = var14 * var16; double var21 = 128.0D; Vec3 var23 = var13.addVector(var18 * var21, var17 * var21, var20 * var21); return par1World.rayTraceBlocks_do_do(var13, var23, par3, !par3);
It would be much less complicated if you wouldnt call your Variables "var1" - "varX".
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Right now its just me, Player and Thunderdark. Everyone else (such as Alblaka and RichardG) is inactive.
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Looks like the wrong recipe. It should be:
= nothing
= Iron Ingot
= StickAnd try to use NEI next time, especially since you have it installed.
That is the Recipe of the GT Hammer, and not the Recipe of the IC² Hammer, which is indeed
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You are wrong. You can macerate Copper and Tin INGOTS into dust. This is FULLY INTENDED. Closed
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I don't know. It should be, if API didn't change.
I'm staying on older version, because new IC2 REQUIRES new forge, and I don't feel like redoing the whole dev-environment once again.Then do your Tests on a normal Minecraft instance instad of the Dev Environment. The API should not require latest Forge (the dev deobf however does). You can still choose.
I didn't have the choice so I had to update Forge, because I have the newest experimental IC² in my Dev Environment and I seriously HATE updating Forge, especially if it is not even needed.
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null privitive?
you really shoud read some java book
Yes yes, he should. And he should add something like a comment to make clear that there is a second Parameter actually needed.
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@Chrome = Pink: Chrome is responsible for the Red in Rubies, therefor I made the red lighter and I got Pink.
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When you add Chromite Ore, register it as "oreChromite". That way my Machines will handle it properly.
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Well, that is exactly how my OreDictionary Handler works. You should look at the newer Versions of my API. I have every OrePrefix (dust, ingot, ore etc.) as seperate Enum constant (with its own properties, such as amount of Material contained in that Prefix, Dust = 1 Material Unit, Nugget = 1/9 Material Unit etc) so that I can remove the Prefix from the Ore-String, then after removing the Prefix, I use getField (aka Reflection, what is MUCH faster than iterating through all the Constants) to access the Material Enum Constant for the mentioned Ore. If that fails I print a Message saying, that the Material is not known to me into the Log. Note that even though it is not recommended (from java dev side) to have lowercase Letters in an Enum, you can and should still use them, when having the OreDictionary, as sometimes, there are Materials with an Uppercased Letter in the middle of the Name.
Oh and "upperFirstLetter" is also called "capitalization".
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Interessting. I takes quite a while to do things like this. At least if you are going to do it for the whole OreDictionary, like I did.
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I was actually thinking about doing it that way, but thought the way I did it would be a little more simple and compact. Was not aware he was going to make it metadata based, good to know.
It is just an assumption that he will do it, as he already did it to the other Resource Items.
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As soon as Thunderdark makes Curcuits Metadata based, your Code wouldnt work AGKz.
This is how you have to do it properly:
ItemStack tStack = Items.getItem("electronicCircuit").copy(); // <-- The copy() is important!
tStack.stackSize = 2;And then use the Stack.
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To get back at the Costs, it should be at least 10 Million EU (Massfab and Replicator together) when amplifying with Scrap. This sounds much, but it is only one old MFSU, or one new Lapotron Crystal. And I said "at least", meaning it should cost MUCH more.
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Why thank you, i was not aware onChunkUnload existed (and does not trigger invalidate()?????).
It indeed does not trigger invalidate. I was as surprised as you when I read the Enet-API.
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There is a usage.txt in ic2.api.energy.
-- EnergyTileUnloadEvent --
Another event every energy tile has to post is the EnergyTileUnloadEvent.
The event has to be posted as soon as the implementing tile entity is being unloaded, either by
unloading the containing chunk or by destroying the block containing it.It's possible to detect the unloading by triggering on both the beginning of
TileEntity.invalidate() and the beginning of TileEntity.onChunkUnload().It is important that the tile entity is still properly linked to the world while posting the unload
event, otherwise the energy net can't find all affected connections.-----
You need to implement unloading the TileEntity on both, invalidate and onChunkUnload.
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Joke time!
"How do you know that IndustrialCraft machines are balanced?"
"Because if they were overpowered, they would explode!"
That was a good one.
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The UUA is just a UUM Conversion Item, so you can convert old UUM into new Liquid UUM. Maybe we will add some way to obtain it to get a better alternative to Scrap.
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No, my Recipe Handler had another Problem. People who return true at IRecipe.matches(), while returning null at getRecipeOutput(), what is definetly wrong behavior.
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You always had to use UUM to get Iridium.
GregTech just gives you an Iridium Ore in addition to that.