Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 04/17/20 in all areas

  1. I said to override the getType method I assume public TileEntityType<?> getType() { return MyTileEntityTypes.MY_SIGN_TYPE; } Would work just fine.
    1 point
  2. 1.12 and really old versions are no longer supported due to age. 1.14.4/1.15.2 are the currently supported versions. The LTS link at the top of every page gives more detail on supported versions going forward. Post the debug.log as described in the EAQ, for a supported version, and someone can take a look and try to give you a hand
    1 point
  3. Howdy I think you're heading in the right direction, the renderModelSmooth is the one that you want; some suggestions 1) pick an existing vanilla RenderBuffer instead of making your own, eg IVertexBuilder vertexBuilderBlockQuads = renderBuffer.getBuffer(RenderType.getSolid()); Ah wait - you're using 1.14.4. The principle is the same but you may have used the right buffer modes already. There are a couple of settings that will stop vanilla applying lighting properly- depends on the source of your model - if the Quads in your model have diffuse lighting false, then the direction-depending lighting won't be applied. if the block is opaque, the light value might be set to zero for quads which aren't at the outermost edges of the block if the block is glowing, ambient occlusion is turned off You might just need to trace into the render method to see exactly what is going on - the ambient occlusion & brightness methods are complicated but it's not too difficult to see what they are doing / why there's no lighting being applied at all. This link might be useful for background information http://greyminecraftcoder.blogspot.com/2020/04/lighting-1144.html Cheers TGG
    1 point
  4. Hi I'm just making the switch from 1.12.2 to 1.15.2 at the moment and 1.15.2 seems stable enough to me. I've had no trouble with gradle build in IntelliJ. I suggest you use the latest "1.15.2 - 31.1.46" instead of recommended "1.15.2 - 31.1.0" because latest uses a much newer set of MCP mappings (i.e. nearly all the classes and methods have sensible human-readable names now, whereas recommended is still full of func_923535 and similar names). -TGG
    1 point
  5. Not sure how much you know about Events but here is the documentation. You need to subscribe to the PlayerEvent.HarvestCheck event. And call HarvestCheck::setCanHarvest(true). Use the methods within the event to determine if the player is holding your Hammer and if they are say they can harvest the block.
    1 point
  6. Latest version is always the first choice since 1.12 is not in long term support anymore, my suggestion is to move onto 1.15
    1 point
  7. I guess this is your problem btw 1.12 is no longer being supported here
    1 point
  8. Hello, I'm trying to achieve a couple of different things in my mod that's going to be updated once 1.16 fully releases (and hopefully forge too) and I have a couple of stumbling blocks that I don't seem to understand about certain aspects about modding. I'm quite new at it and this is the very first mod that I've ever developed. It's been a month since I've developed a mod with a friend and for weeks and I kept stumbling about spawns... in general actually. For biomes, it seems pretty straightforward: using registryWorldSpawn() method to spawn the modded mobs into the world in that biome. I have 3 new mobs in this mod: the Skeletal Magi. The Skeletal Magi has three different versions much like the regular skeletons: Skeleton Mage, Stray Mage and Wither Mage. The difference between a Skeleton and a Skeleton Mage is that a Skeleton Mage shoots a magical projectile that causes aliments to the target entities they hit rather than shooting with an arrow (So a Skeleton Mage shoots a fireball much like Blaze but not as lethal as them). They also do not burn in sunlight as they are exposed to magic much like the Witches and they are pretty.. uhh... "Uncommonly common". The Skeletal Magi as classes of entities are complete (fully textured, successfully rendered, slight changes of AI here and there) but I have trouble with other interactions. I wish to achieve the following goals and know more from posting here: As the title suggests, one of the biggest stumbling block I have is spawning in a specific generated structure. While this is not really a problem for a customized generated structure, I have trouble with modifying the vanilla generated structure. I wish to update the Nether Fortress' list of mobs that spawn there. In FortressStructure class in the vanilla minecraft, there is a List of Biome.spawnListEntry that contains a list of mobs that spawn in that generated structure: Blazes, Zombie Pigmen (Or maybe Piglins in the future), Wither Skeletons, Skeletons and Magma Cubes. I wish to update this list by adding Skeleton Mages and Wither Mages as well. In this class: the field variable is private static final which means I can't even access it or even change the list variable (The objects are mutable but I don't see a reason why I would do so and this variable should be untouched anyway) and there is a List<Biome.SpawnListEntry> method called getSpawnList() that is public and is able to be overwritten only to do this in a deferred registry and my mod has trouble loading the said feature: only to update the spawn list! A shed of light that updates the SpawnList as well as usage of deferred registries of such feature would be much appreciated for this one because this has been bothering me for weeks. Do I need to use deferred registries to update the list of mobs? Have I yet to understand how they work? They seem to work for sounds, items and entities... :L I also wish to update some things about other entities that is other than the Skeletal Magi: if a Skeleton gets hit by lightning, it becomes a Skeleton Mage. Clearly, this is not something that can be done through the mage classes themselves and this is just updating the normal skeleton entity from vanilla. While this is just one of the examples, I wish to know how to update certain attributes of normal minecraft entities from this mod. I want to achieve something like: updating Vexes and Ghasts into undead attributes; if a fox gets hit by a lightning, it becomes a kumiho demon; etc. How do I achieve this? Do I just make a new class that extends the original class from the vanilla minecraft. So that's pretty much I would like to know. There are more that I would like to know and would humbly like to ask for assistance such as enchantments, ambient boss musics, etc. In general, I would like to know how to replace or update entities spawned by vanilla minecraft such as the villagers and TangoTek's Tektopia mod. Any replies and enlightenment would be most interested. TL;DR Look at the bolded words, but if you would like to know details, please read the whole post.
    1 point
  9. Hi Probably you are missing the registration of a suitable renderer for your entity? see EntityRendererManager- this.register(EntityType.SNOWBALL, new SpriteRenderer<>(this, itemRendererIn)); -TGG
    1 point
  10. every tutorial I saw was just modifying vanilla furnace, so a lot of "magic" code. you can take a look at my kitchen board (although there are some redundancies in the block class, it does work), maybe it helps you. it needs a knife instead of fuel to work. http://jaffas.moxo.cz/wiki/_media/pictures/kitchenboardgui.png[/img] https://github.com/mnn/jaffas/blob/0ff7080783cdded74c8d6f4d735160fa9c52395e/src/minecraft/monnef/jaffas/food/block/TileEntityBoard.java (you can browse the repo)
    1 point
  11. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    0 points
×
×
  • Create New...

Important Information

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