Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/05/17 in all areas

  1. 1. Yes MinecraftServer.getCommandManager().executeCommand(<Player Instance>, "/tp 0 0 0"); 2. Yes server.getPlayerList().getPlayerList().get(0).getName() (double getPlayerList is not an error) gets name of first player on server im not sure if its diffrent in 1.8 but this works in 1.11.2
    1 point
  2. Thank you guys! I've done everything I wanted to! Problem solved!
    1 point
  3. Minecraft has several randomised structures larger than a chunk, e.g. Strongholds, Nether Fortresses, Ocean Monuments, End Cities and Woodland Mansions. You can find the implementations in the net.minecraft.world.gen.structure package. The latter two use the Structure Block format rather than manually setting blocks in code.
    1 point
  4. Pixelmon got shutdown stop trying to exploit its fame and little kids to advertise your server.
    1 point
  5. An ItemMeshDefinition simply selects a model for an ItemStack, it doesn't combine or generate models itself. This needs to be done by the model. Look at ModelDynBucket or ItemLayerModel to see how they combine multiple textures into a model. I can't really help you with specifics, I can only point you to examples.
    1 point
  6. ItemMeshDefinition#getModelLocation is called every time the Item's model is rendered, but the ModelResourceLocations returned by it must be registered with ModelBakery.registerItemVariants at startup; so it can't load new models on-demand.
    1 point
  7. ItemMeshDefinition is used to select a ModelResourceLocation based on any aspect of the ItemStack.
    1 point
  8. IModel is the model in its raw form, which can be baked into an IBakedModel. IBakedModel is the model in a form optimised for being uploaded to the GPU. ICustomModelLoader is responsible for loading the IModel.
    1 point
  9. To overlay things on your model, you'll need to create your own IModel/IBakedModel/ICustomModelLoader implementations. Forge has several examples of these. The SimpleModelFontRenderer class added to Forge in 1.11.2 allows you to render text on models. If there are a fixed number of variations, you can register them all with ModelBakery.registerItemVariants and then register an ItemMeshDefinition that selects the model based on some aspect of the ItemStack (e.g. metadata, NBT, capabilities). If the variants are dynamically-generated, you'll need your own model implementation. I can't really help you with the specifics of your model implementation, you'll need to look for examples in Forge or open-source mods.
    1 point
  10. 1 point
  11. He probably wasn't totally awake.
    1 point
  12. On the line for the diamond_shears, it looks like you have spaces before and after the =, is that doing it?
    1 point
  13. Yes. Json files is the 1.12 way.
    1 point
  14. Cauldron as of now is not officially supported. As to unofficial help - problem is in fact that old Forge is VERY different from current versions. Only few oldtime modders/users can help with old versions. In this particular case I doubt that you can do anything without coding fix on your own or hiring someone. Old Forge probably doesn't have those fancy events that would allow to quickly fix worlds, so that's next bad thing on your plate. As to error itself - "might" != "will". Removed stuff is simply represented by nothing, meaning anything that forge won't be able to load will be simply set to air/null. Data (world) once loaded with missing mods will be forever replaced by those "nothings". As long as the missing mod didn't do anything stupid or totally weird, you might be safe. Note: We can't really help without logs and symptoms. Even with that - 1.5.x is too outdated for you to expect good help from here.
    1 point
  15. Okay, well, just because it's not officially supported does not mean people have stopped using it. People still have questions for the legacy stuff. You would not believe how popular some of the really old MC modpacks are yet. The Forge forum Support EAQ basically screams at us "DO NOT POST ABOUT OLD CRAP HERE, USE MCPC/CAULDRON FORUM FOR THAT" ..... except now those forums are gone. So now what do we old legacy users do? I am here because I need help figuring out how to remove item IDs for a removed mod from Hexxit MC 1.5.2, with a world that already exists. Apparently the old 1.5.2 FML doesn't do the modern "/fml confirm" thing on startup of removing blocks and backing up the old world if mods are missing. It just tells me... "[sEVERE] [fml.ModTracker] This world was saved with mod DimDoors which appears to be missing, things may not work well" I was trying to comply with the EAQ and was going to post this in the MCPC/Cauldron forums for help, except now I can't. So now what?
    1 point
  16. cauldron hasn't existed for about 18 months now since the bukkit DMCA, it was abandoned by blood in favour of working with a bunch of Minecraft community members to make the SpongeAPI and it's main implementation SpongeForge, which is basically a far better version of cauldron that works with Forge natively on Minecraft 1.8+
    1 point
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.