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Showing content with the highest reputation on 08/13/17 in all areas

  1. A better approach would be to iterate over IChatComponent#getSiblings() until the chat component you want to change the style of is found. You can get the style of a chat component with IChatComponent#getChatStyle() and then the colour with ChatStyle#getColor(). From there you can change the ChatStyle retrieved with IChatComponent#getChatStyle() however you like using the methods it provides.
    1 point
  2. If the message starts with §9Party> Why not just use this code instead noBlue = "§5Party>" + noBlue.substring(7); in replacement of noBlue = noBlue.replace("§9", "§5") That should, in theory, replace only the beginning with the correct syntax you wanted to go for whilst keeping the other colors.
    1 point
  3. Forge will load advancements from your mod's assets/<modid>/advancements directory. I don't think there's any way to remove vanilla advancements without messing around with the internals of AdvancementManager.
    1 point
  4. EntityRegistry.registerModEntity(new ResourceLocation("modid:name"), EntityTameableDragon.class, "RealmOfTheDragon", ENTITY_ID, RealmOfTheDragons.instance, ENTITY_TRACKING_RANGE, ENTITY_UPDATE_FREQ, ENTITY_SEND_VELO_UPDATES); It's as simple as that. Have you not used ResourceLocations when registering your items?
    1 point
  5. The name of a SoundEvent isn't the name of the sound file(s) it plays, you need to get the file the same way that the sound system does. First use SoundHandler#getAccessor to get the SoundEventAccessor for the SoundEvent's name (SoundEvent#getSoundName). This is a wrapper around zero or more ISoundEventAccessor objects, each of which could be either another SoundEventAccessor (a sound event) or a Sound (a sound file). Then use SoundEventAccessor#cloneEntry to select a random Sound from the event's list of sound files and Sound#getSoundAsOggLocation to get the path to the sound file (a ResourceLocation). One you have the path, use IResourceManager#getResource to get the IResource and IResource#getInputStream to get the InputStream. If the record has more than one possible file, this will select one at random. To get every possible file, you'd need to access SoundEventAccessor#accessorList via reflection.
    1 point
  6. Hi, I am far from being an experienced modder, but I think the crafting type is what is wrong here. You are using "type": "crafting_shaped" which is missing a domain name. What happens is: Forge (or Minecraft - not exactly sure what exactly handels the recipes) checks in your mods domain for modid:crafting_shaped which most likely does not exist. You have to use "type": "minecraft:crafting_shaped" in this case.
    1 point
  7. For future reference If I understand this correctly, we would be allowed to put the coremod into its own jar and put that jar into the actual mod jar. While this might not be very useful for modders that use a coremod in multiple mods, it might be useful if its only a change for a single mod. Question I have: could you point me and others to the jar extraction mechanic FML provides? I dont intend on using a coremod at all, but just in case.
    1 point
  8. Hello. My name is fisherman77. I'm the creator of the Glacier Ice, Zeuscraft, and Paleocraft mods. All can be accessed at fisherman77.mcwargate.com, but all are on MCForums in one way or another, and Glacier Ice is on PMC, Minecraft Wiki, Youtube, and I believe criticsquid's mod list. I would like Modder Status and a sub-forum called "fisherman77's Mods". Thanks!
    1 point
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