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Showing content with the highest reputation on 06/23/21 in all areas

  1. Delete C:\Users\NUNYA\AppData\Roaming\.minecraft\config\fml.toml
    1 point
  2. You are using the overload for ModelRenderer.render() that doesn't take rgb parameters and always renders the texture white. Change the call to body.render() in the renderToBuffer() method in your PoggModel class to actually use the supplied red, green, blue, alpha parameters.
    1 point
  3. BlockState#get(Property) eg. someBlockState.getValue(RotatedPillarBlock.AXIS);
    1 point
  4. the first parameter (Property<T>) is a BlockStateProperty and not a block, and the second is the value of the Property os like this: Blocks.ACACIA_LOG.defaultBlockState().setValue(RotatedPillarBlock.AXIS, Direction.Axis.X);
    1 point
  5. you need to get the rotation from the current block, and set the same rotation state to the new stripped block you can do so by using BlockState#with, and set the orientation and you can get a state with BlockState#get
    1 point
  6. It's an event that fires at startup for all mods. There is not much special to it.
    1 point
  7. Registry events happen before FMLCommonSetupEvent. You can't just refer to registry objects in some random static initializer and expect them to already be registered. Either use suppliers (the RegistryObject itself already is one) and call get on demand when you need it or wait until FMLCommonSetupEvent.
    1 point
  8. It will not change for 1.16. Java 16 will only be supported with Minecraft 1.17.
    1 point
  9. 1 point
  10. Why is it forgeserver.jar? Did you rename it?
    1 point
  11. I've done some testing, and there are 3 things that cause the item to move. The first is when you return a success, the item will swing. Updating the returns as previously discussed achieves the desired result in this context. The second is when you return a consume, the item will bob if it is not in use. This means that if you try to use the pan while not able to do any panning, it will bob repeatedly (but not jarringly quickly). If you don't want this, you can return a pass, which has no visual effect. The third is when you set the damage value every tick. This is what causes
    1 point
  12. You need to offset the vertexbuffer/gl matrix(whichever you are using) before rendering the lines at the desired position. Think of it this way: Every time MC renders the world it offsets everything based on the player's position. The RenderWorldLast event is fired when those offsets are applied. If you want your outline to be stationary and not follow the player you need to 'negate' them by offsetting your rendering back to where it was(0,0,0) and then render at the desired position(x,y,z). So your rendering would then look like calculate offsets offset(-off
    1 point


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