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Showing content with the highest reputation on 09/04/19 in all areas

  1. I want to say thank you to everyone here who helps with modder support. Just having you around is really encouraging, so I always know there's someone to turn to if I get myself stuck. Three times now I've solved a problem I thought I couldn't fix on my own while writing a post to ask for help, and without y'all I'd probably just have given up. So, thank you for helping, even if you didn't know you were
    3 points
  2. I found out what the problem is, I need a ColorHandler.
    1 point
  3. That's definitely the problem with IDEA and gradle 4.8.1 because I have the very same issue every damned time I'm cloning my old project from github into new dev environment. But usually I'm able to fix it by rerunning setupDecompWorkspace and genIntelliJRuns with IDEA closed. That issue has nothing to do with file names and locations because they ARE correct. You can try to run runClient task from gradle directly to see that everything is loading properly. I'm not experienced in gradle or IDEA internals, so I cannot point to exact problematic place...
    1 point
  4. Run the command again with --refresh-dependencies on the end, this was just fixed
    1 point
  5. Using a local ip seems to have solved it! Thanks a bunch!
    1 point
  6. Are you typing a local ip when connecting to the laptop or are you also using your public ip? I never have that issue when I use the local ip. I also use MineOS under a Ubuntu Server installation so I can tell the server to broadcast to LAN and I use that. I'm not saying that you should reinstall the systems operating system to fix what could be a simple issue but I would suggest this as a last resort. What kind of laptop is running your server? CPU, ram and does it have a hard drive or ssd. What OS is the laptop running? Is the laptop on wifi or is it plugged in with a ethernet cable/ are you on wifi or hard lined?
    1 point
  7. Try to just override the texture, It may be that you can't override models. So just put the texture at assets.minecraft.textures.item
    1 point
  8. Well if you read it you would know it doesn't go into the .minecraft folder itself. Also why that screenshot and the link underneath it?
    1 point
  9. This confirms its not a texture error. That means it's not finding the file at all. Can you send a picture of your resources(package) explorer. You can always google it. The forge mod is suppose to function like one it's basically make a zip folder that has the assets folder and a pack.mcmeta file.
    1 point
  10. You have the procedure down. Is the console yelling at you? What happens if you point it to a different vanilla texture? Basically is it even recognizing your model. Also as a side note. You might want to not change all of the vanilla textures because other mods base their textures off the vanilla ones and honestly it would bug me to have me to have the vanilla textures changed dramatically. Especially, if the change made all of the other mods in a modpack look out of place. My recommendation is make a resource pack for your mods items and the vanilla items. And make your items take after the vanilla items to give the user a choice.
    1 point
  11. Look at the item class because you can set the ToolType of an item.
    1 point
  12. Yes, I understand. Look at what that method does. I didn't say "invoke the method" I said "look at what it does."
    1 point
  13. Also look at the Block#getPlayerRelativeBlockHardness method (and the ForgeHooks.canHarvestBlock method it calls). You'll probably want to perform similar checks to see if the break speed you got from the event is greater than what you'd expect from an empty hand, and allow that, otherwise cancel it. There's probably a better way than comparing the speeds, but this is where I'd start.
    1 point
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