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Showing content with the highest reputation on 04/27/20 in all areas

  1. Note that BlockNamedItem is a subclass of Item that overrides methods and that glowstone dust is just a regular Item. So my statement is no less false.
    1 point
  2. I think I found the issue: you set the templates x and z to 0. Just tested it with my code and it also didn't work when x and z are 0. So you should try this instead: this.templatePosition = new BlockPos(p_i49313_3_.getX(), 90, p_i49313_3_.getZ());
    1 point
  3. Have you looked at SkullTileEntityRenderer? And the player head calls methods from a tile entity because it's a block. (what have you have in your inventory is a BlockItem)
    1 point
  4. Is your models.armor package in textures models/armor on the filesystem, or actually named models.armor? I've seen that happen before where it ends up actually being named "models.armor", and that won't work
    1 point
  5. You need to return your armor model, not the item (and your model class needs to extend BipedModel).
    1 point
  6. I think the correct implementation is something like this: public static final FillerBlockType VAR_NAME = FillerBlockType.create("VAR_NAME", constructor_variables...); The enumName refers to your own variable that you are creating.
    1 point
  7. https://github.com/minecraftforge/minecraftforge/commit/746d702058b03d2c098f17b14bc78b4b42cc7dc0 Now you all can stop with your damn hacks and instead use a fixed version. I don't know when it degraded but it WAS working. And next time, why don't you guys actually HELP out and figure out the damn issue instead of spreading hack fixes.
    1 point
  8. Your CustomArmorItem needs to extend ArmorItem. The in your main class change "ItemList.w1_helmet = new ArmorItem" to "ItemList.w1_helmet = new CustomArmorItem"
    1 point
  9. This is very crude but it should at least help you get going. You need to put this in a custom ArmorItem class and have your armor items be of your custom ArmorItem: @OnlyIn(Dist.CLIENT) @Override public BipedModel getArmorModel(LivingEntity entity, ItemStack stack, EquipmentSlotType slot, BipedModel _default) { YOUR_ARMOR_MODEL model = new YOUR_ARMOR_MODEL(); return model; } @Override public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type) { return YOUR_TEXTURE_LOCATION; }
    1 point
  10. I would recommend reading up on logical sides. If you want to check whether the player respawning, you should use PlayerEvent#PlayerRespawnEvent unless you are doing something specific to the client side such as rendering.
    1 point
  11. I think another approach to this would be to subscribe to RenderLivingEvent and draw the circle at the given position from the event. This might be easier to implement, and can be a bit more flexible.
    1 point
  12. Howdy It does look like a fairly simple mod in terms of the amount of work needed to recreate it. I suggest you don't spend any time trying to find/decompile the source code, it would be easier for you to recreate from scratch. The basic algorithm I think you need is 1) Subscribe to the RenderWorldLastEvent 2) Iterate through all Entities within a desired distance from the player; eg using world::getEntitiesWithinAABB 3) Draw a circle around each one eg similar to vanilla's worldRenderer::drawSelectionBox or this code here. The hardest bit will be making the circle appear "real" in space - the original mod appears to drop the circle down onto the ground like a vertical shadow. You might need to play around quite a bit to make an effect that looks three-dimensional. Cheers TGG
    1 point
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