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Showing content with the highest reputation on 04/13/20 in all areas

  1. Be honest with me... did you edit your error to replace 1.7.10 with 1.14.3 so your thread wouldn't be locked?
    3 points
  2. It is usable for Entities. Check out the forge docs page here.
    1 point
  3. As far as I am aware an Entity is never told that it is being unloaded. Therefore your first approach seems to be the only way.
    1 point
  4. Thank you, I found how to do it, it's really easy! What I didn't get is that I had to make a directory in src/main/resources and name it data.minecraft.loot_tables.blocks and place my JSON file in it. By just naming the package "data.minecraft", it automatically overrides Minecraft's loot tables! To replace the loot table with your custom item, that's how you need to write the JSON file: And name the file oak_log if you want to override the Oak Log loot table for example.
    1 point
  5. Hi Rick motionX, Y, Z are velocity, i.e. the movement per tick. The position of the player is controlled from the server, not the client. The client sends packets to the server telling it what the player is doing (CInputPacket). The client position is periodically updated by a packet sent from the server to the client (eg SEntityTeleportPacket or SEntityPacket). In 1.15.2 the CInputPacket sets moveStrafing and moveForward, which are copied to the motion during livingTick Some of the methods where motionX, Y, Z are passed in are not actually displacements although they might look like it. They are a displacement per tick. So the tick method just adds the motionX because it has already been converted to the correct units i.e. x += deltaX; where deltaX = motionX * time, however time = 1 (tick), so the code just says deltaX = motionX i.e. x += motionX; -TGG
    1 point
  6. Yes, in your resources, but in assets/minecraft/loot_tables instead of your modid, and that should override vanilla loot tables. I have little experience with it, so I'm not sure what happens if multiple mods override a loot table. Look at vanilla loot tables for examples, they should be in the client-extra jar in your IDEs referenced libraries.
    1 point
  7. And sometimes, there's multiple ways to solve a problem, that's just what you have to do when working in someone else's codebase that you aren't allowed to modify. When you're stuck with one solution to a problem, think of another, get creative. You can often come up with a better solution this way. It's helped me with a lot of things
    1 point
  8. I can verify that what Draco said is true, and enchanted books are the only exception to the rule. In order to get the result you want, you will have to use AnvilUpdateEvent and force it. Still, study the method that Animefan mentioned. You may also want to set your SubscribeEvent annotation to a different priority to make your mod's behavior easily overridden like vanilla, but that's entirely up to you.
    1 point
  9. What Draco said might be true. However, I would set a breakpoint in RepairContainer::updateRepairOutput and see where it fails to find the output.
    1 point
  10. I don't believe vanilla code allows items to be combined for enchantments unless they are also damageable (and infinite durability items aren't damageable).
    1 point
  11. The forge version wouldn't change this, you just 'fixed' it by using a different Forge version which wasnt cached yet. So it rebuilt it with the correct java version.
    1 point
  12. Hi Good news! you can do all of that in the json blockstates now. https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a -TGG
    1 point
  13. There is a WIP PR for documentation on this that has everything that is on this tutorial, and will soon have more such as Items and Entities. Here is a link to the PR. In this tutorial I will be explaining how to use the Animation State Machine or Forge's Animation System on a TileEntity, though this can be applied to Items or Entities as well. Let's start off easy, with the code for the Block, TileEntity and the binding of the TESR. Block TileEntity TESR Binding This is where the confusion comes from for the animation system. The armature and ASM JSON files. The ASM file has it's own "grammar" which is outlined by fry, here. This is a little vague so I will try to explain this a bit more, so that it is easier to understand with what I have come to know through my own attempts at using this system. Armature File ASM File Sample BlockState File I'm sure there are typos or possibly something I have missed or not explained well enough, so I would love some feedback even on formatting issues. I will also post my raw notes on this stuff that might contain extra information.
    1 point
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