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Showing content with the highest reputation on 02/18/20 in all areas
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It's in the parent class. It takes a good 10 seconds of searching to find, no offense.1 point
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1 point
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I don't think that is the case because as I mentioned before, all of those empty slots are non-functional. It's not about 1 or 2.1 point
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The whole thing is a mess really. The more I play around with it the more things I find that are wrong. I think the problem is at the part I get the item and empty slots of the inventories connected to it. I checked and the multi-block recognizes the inventories connected to it properly. Checked with various inventory blocks like a shulker box, chest, double chest. Doesn't matter, it always finds the correct inventories / tiles connected to it. Is there anything blatantly wrong in this code? (getInventories() returns an arraylist of the connected inventories in the multiblock. As I mentioned before it is accurate and I don't think the problem is there) for(IInventory i : getInventories()){ for(int j=0; j<i.getSizeInventory(); j++){ Slot slot = new Slot(i, j, 0, 0); if(slot.getStack().isEmpty()){ emptySlots.add(slot); continue; } itemSlots.add(slot); } }1 point
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I know you said ignore, but if you'd like any feedback/opinions, Intellij Dark looks best/easiest to read IMO (I am using the dark forum theme).1 point
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Using Eclipse, I had to run the eclipse tasks (from the commandline) twice to get it to let me to view sources, both when originally setting up the project and when updating forge/mappings in build.gradle. Otherwise when trying to look up classes and such it would tell me source was not available. No clue why, but like I said, running the tasks once, then opening in eclipse won't let me view sources, close it down, rerun tasks again, and I can view sources. This was using eclipse 2019-12.1 point
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Ok, i see your problem. Sorry but i dont have work with Gui, but i think it is a problem with your slots skript. I think the skript insert the Blocks in the Chest that have loser or the same amount of slots as two chest (a combinated chest), but if you complete the first range of slots (the same amount a a combinated chest) and will add more Gui, then the skript …. I dont think i cant help you, but the problem is in the class that manipulate this gui transportion. Hope it help you and i hope you will resolve this problem.1 point
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It's not about the concept of scrolling, it's about making it happen with slots in an inventory on minecraft. To make it visually appealing, you have to make it so when you scroll, you scroll row by row. I did that, however I am having trouble with the handling of those inventories. Because my tile doesn't have its own inventory, it actually has to work with the inventories that are connected to it through a multi-block. Now I am not having any trouble with with the slots that fit within the gui initially, I can manipulate those slots fine. I am having problems with the slots that appear after you scroll.1 point
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Hey, I am trying to follow a tutorial to make custom entities in Minecraft. The tutorial I am following was written in 1.14.4 and entity registering seems to have been updated. When following the tutorial, I get the error The method registerEntityRenderingHandler(EntityType<T>, IRenderFactory<? super T>) in the type RenderingRegistry is not applicable for the arguments (Class<TutorialEntity>, TutorialEntityRender.RenderFactory) from public class TutorialRenderRegistry { public static void registryEntityRenders() { RenderingRegistry.registerEntityRenderingHandler(TutorialEntity.class, new TutorialEntityRender.RenderFactory()); } } TutorialEntity: public class TutorialEntity extends CreatureEntity { public TutorialEntity(EntityType<? extends CreatureEntity> type, World world) { super((EntityType<? extends CreatureEntity>) TutorialEntities.TUTORIAL_ENTITY, world); } @Override protected void registerGoals() { this.goalSelector.addGoal(0, new SwimGoal(this)); this.goalSelector.addGoal(1, new RandomWalkingGoal(this, 1.2d)); this.goalSelector.addGoal(2, new LookRandomlyGoal(this)); } @Override protected void registerAttributes() { // TODO Auto-generated method stub super.registerAttributes(); this.getAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(20.0d); this.getAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(1.2d); } } TutorialEntityRenderer: public class TutorialEntityRender extends LivingRenderer<TutorialEntity, TutorialEntityModel> { public TutorialEntityRender(EntityRendererManager manager) { super(manager, new TutorialEntityModel(), 0F); // TODO Auto-generated constructor stub } @Override public ResourceLocation getEntityTexture(TutorialEntity entity) { // TODO Auto-generated method stub return TutorialModRegistries.location("textures/entity/tutorial_entity.png"); } public static class RenderFactory implements IRenderFactory<TutorialEntity> { @Override public EntityRenderer<? super TutorialEntity> createRenderFor(EntityRendererManager manager) { // TODO Auto-generated method stub return new TutorialEntityRender(manager); } } } Thanks for any help provided!1 point
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Technically it can be up to 24 "pixels" tall (because of fences) but seriously don't rely on it.1 point
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Have you looked at the DefaultBiomeFeatures class to see how vanilla ores get spawned? What exactly have you tried? (post code/links to github) What were the exact results? I haven't tried it yet myself, but looking in the class I mentioned above shows things like public static void addOres(Biome biomeIn) { biomeIn.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Feature.ORE.withConfiguration(new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, COAL_ORE, 17)).func_227228_a_(Placement.COUNT_RANGE.func_227446_a_(new CountRangeConfig(20, 0, 0, 128)))); biomeIn.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Feature.ORE.withConfiguration(new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, IRON_ORE, 9)).func_227228_a_(Placement.COUNT_RANGE.func_227446_a_(new CountRangeConfig(20, 0, 0, 64)))); biomeIn.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Feature.ORE.withConfiguration(new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, GOLD_ORE, 9)).func_227228_a_(Placement.COUNT_RANGE.func_227446_a_(new CountRangeConfig(2, 0, 0, 32)))); biomeIn.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Feature.ORE.withConfiguration(new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, REDSTONE_ORE, 8)).func_227228_a_(Placement.COUNT_RANGE.func_227446_a_(new CountRangeConfig(8, 0, 0, 16)))); biomeIn.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Feature.ORE.withConfiguration(new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, DIAMOND_ORE, 8)).func_227228_a_(Placement.COUNT_RANGE.func_227446_a_(new CountRangeConfig(1, 0, 0, 16)))); biomeIn.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Feature.ORE.withConfiguration(new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, LAPIS_ORE, 7)).func_227228_a_(Placement.COUNT_DEPTH_AVERAGE.func_227446_a_(new DepthAverageConfig(1, 16, 16)))); } and seems like a good place to start looking1 point
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1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.1 point
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What's your graphics hardware? Also, do you have any gamepads or controllers connected?1 point
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This is likely because the annotation cannot find / generate an instance of your class. Try to use an inner static class instead. Like this: public class DataGenerators { @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD) public static class GatherDataSubscriber { @SubscribeEvent public static void gatherData(GatherDataEvent event) { DataGenerator generator = event.getGenerator(); if (event.includeServer()) { generator.addProvider(new Recipes(generator)); generator.addProvider(new LootTables(generator)); } } } } Or use DeferredRegister instead.0 points