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Showing content with the highest reputation since 03/18/21 in all areas

  1. 1.8 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    2 points
  2. You are still reaching across logical sides. Also, what you claim is impossible. It is literally impossible for the server to know that the client attacked before the client has pressed the mouse button. Unless of course Mojang has invented time travel technology.
    2 points
  3. So I spent forever trying to figure this out so hopefully this solves the problem for those of you in the same situation. So we use the BiomeLoadingEvent to catch when biomes are loading and add our ConfiguredFeature. Ore Generation like so: public class WorldGen { public static final ConfiguredFeature<?, ?> yourOre = Feature.ORE.withConfiguration( new OreFeatureConfig(OreFeatureConfig.FillerBlockType.BASE_STONE_OVERWORLD, YourRegistryHandler.YOUR_ORE.get().getDefaultState(), 4)) //vein size .range(12).square() //maximum y level where ore can spawn
    1 point
  4. Both server and client have a copy of the world and thus a copy of the tile entity. You can find information about syncing data to the client version in the docs here: https://mcforge.readthedocs.io/en/latest/tileentities/tileentity/#synchronizing-on-block-update. If you only need the data within a GUI you can use the Container to sync the data instead to avoid unnecessary network traffic. The other way around (client to server) is more complicated - the client generally cannot be trusted (otherwise you enable cheating). Most of the time you need a custom packet that tells the server that
    1 point
  5. Hello everyone. This is a very atmospheric and cozy two-story Viking house in the Scandinavian style for comfortable survival in Minecraft. Please enjoy it. If you liked it, like and subscribe to support me. Feel free to leave feedback and suggestions. (◕‿◕) And also write what is missing. ^ o ^
    1 point
  6. The log you posted is a 1.7.10 log. Post debug.log.
    1 point
  7. That would be correct, I didn't think of that. You'd have to send extra packets to achieve that.
    1 point
  8. Containers already take care of synchronizing the inventory, there is no need to do it manually.
    1 point
  9. 1 point
  10. I should've mentioned that I only took assets and no code, sorry about that. For #2, you have 2 texture U coordinates above 1.0 (the last 2 defined in OBJ file). Changing them to 1.0 makes it look correct.
    1 point
  11. https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/ Capabilities are a way to store additional data to certain objects, you can create a class that holds the data and behaviour that you want, then register it to the capability manager
    1 point
  12. I haven't messed with OBJ models either but..don't you need to specify the texture path in the form modid:item/texture_name here: https://github.com/jvcmarcenes/dicehoard/blob/4e02044bec2bedceebf402ba875ecb9d73593da4/src/main/resources/assets/dicehoard/models/dice/d_six.mtl#L4? After relocating your texture file of course
    1 point
  13. The newest MDKs come with mojang mappings by default, the method is called "tab" there.
    1 point
  14. Don't do new Properties, call a helper method which applies the group.
    1 point
  15. You never register an instance of BarrierTape. Your register method completely ignores the item supplier it is given an instead always registers a plain item with default properties.
    1 point
  16. That should work fine. Post a Git repo of your mod.
    1 point
  17. Ya.. you're reading the MDK's hashes... and then comparing them against the hashes for the installer... Don't do that...
    1 point
  18. I have never used an obj model before, but my guess is that you can still use the 'display' field in the item json model file to change the rotation/translation/scale of the item. Take a look at the Minecraft wiki article about it. That would solve issue 1 and 3 I think.
    1 point
  19. The log tells you exactly what is wrong:
    1 point
  20. It depends™. For a GUI that just has inventory slots, you don't need custom packets, as inventory GUI handling is already implemented by Minecraft. If you have some data that just needs to be available on the client in the GUI (but not updated), you can send this via the extra data parameter of NetworkHooks.openGui. Only if you have data that needs to be continuously up to date on the client while the GUI is open or the client needs to send data back (e.g. because of a button press) do you need custom packets. You can store the additional slots in a player-attached capability an
    1 point
  21. 1 point
  22. Lieber diesieben07, Ich weiß nicht wie ich mich bei Ihnen so bedanken kann, dass es Ihnen klar werden könnte, wie sehr Sie mir bei dieser anstregenden Zeit geholfen haben und damit den weg zum spielen mit meinem Freund ermöglicht haben. Anyways like I literally see 99% of posts responded by you so much thanks you will remain as a Minecraft celebrity forever in my heart. Have a good day! (It worked btw)
    1 point
  23. The newest MDKs use mojang mappings, the method is called getAddEntityPacket there.
    1 point
  24. Your argument's parse method does not actually consume the string it parsed. You need to use one of the read*** methods so that the command system knows how much of the command input you processed.
    1 point
  25. Then you might want to check if the particle displays the same issues on Fabulous graphics. If not, then it's fine how it currently is.
    1 point
  26. .create doesn't exist. i notised too. .hardnessAndResistance doesn't exist for me i use .strengh i use .of for it it might help
    1 point
  27. Events are explained here: https://mcforge.readthedocs.io/en/latest/events/intro/ Then you just add your button via the method in the event class.
    1 point
  28. Something seems very much fucked up about the installation... What kind of drive is "E"?
    1 point
  29. Don't call get in your armor material. Store the RegistryObject instead of the SoundEvent and call get only when you need it.
    1 point
  30. It is not necessarily incorrect the way you are doing it...just you will only be able to use the above code client side..if it is enough for what you are trying to achieve then its good..but if you intend to call this portion of code somewhere else that is not the client side then it won't work due to the presence of client side only classes (like the Minecraft class)
    1 point
  31. Note that this code is (obviously) completely client side, so be careful where you use it.
    1 point
  32. The class i pointed you toward is called DebugOverlayGui. Did you find it? There you can find an example of what you are trying to achieve
    1 point
  33. look at the else case when outside [0,10) range in WorldRenderer. So -1 will remove damage.
    1 point
  34. You can access the MainWindow in Minecraft, then get the height and width from of it.
    1 point
  35. The F3 debug screen has a similar function to what you are searching for. If you think about it, on the right it shows you the the name of the block you are looking at. Maybe try looking how vanilla implements that?
    1 point
  36. 1 point
  37. The class you are searching for reference is called IngameGui. To draw things like mana bars on the screen you can use the RenderGameOverlayEvent
    1 point
  38. there is no json file, the model is defined in the class itself look at the Bell TER constructor
    1 point
  39. I suggest you take a look here to see how entity spawn eggs were implemented: - ModSpawnEggItem class: https://github.com/Beethoven92/BetterEndForge/blob/master/src/main/java/mod/beethoven92/betterendforge/common/item/ModSpawnEggItem.java - Item registration: https://github.com/Beethoven92/BetterEndForge/blob/fdccc01fa313add14dce86b9cc59cf37173ab0a1/src/main/java/mod/beethoven92/betterendforge/common/init/ModItems.java#L92 If you have any doubts on how the code works just ask
    1 point
  40. I don't think regular spawn eggs work with deferred register. The item registration happens before entities so when registering the spawn egg the entity registry object is no present. Try taking out the spawn egg code and it should work fine. Here is an additional thread on registering entities with deferred register. It also goes over what needs to be done to make spawn eggs work. It is for 1.15.1 but should work pretty well with 1.16.5 as well.
    1 point
  41. Problem with "projectvibrantjourneys".
    1 point
  42. Lex has said that he'll poke around with it when he gets his Mac Mini... however until he gets it and starts poking around there is literally nothing any of us can do because none of us own Macs and we're not all that motivated to go out and buy something expensive, therefor giving money to the same company that broke what you're asking us to fix.
    1 point
  43. General issues Do not use the "export" or "create jar file" functionalities of your IDE or other means to create your final mod file. You must use the Gradle build task. See the documentation for more info. When creating a Git repository for your mod, the repository root should be where your build.gradle file is. The MDK ships with a default .gitignore file so that only the necessary files will be added to version control.
    1 point
  44. world.spawnEntityInWorld(new EntityItem(world, x, y, z, new ItemStack(Blah item here))); Should do what you want
    1 point


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