Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 05/28/21 in all areas

  1. They are the same function. isRemote is MCP mappings, isClientSide is Official mappings, which are now the default shipped with the mdk.
    2 points
  2. I have a client requesting that I change the max stack size of items above 64/127. I was wondering how I would go about making the items stack count with a data type like long, or BigInt.
    1 point
  3. ohh, my bad then, I'm sorry I edited the source in. the problem the OP had was possibly a different one, I can't really tell tho
    1 point
  4. Luis I cannot thank you enough, I have been struggling with ore generation for like two weeks now just going through tutorial's and everything where I swear I had the same code. It really takes someone who is familiar with what they are looking at. I appreciate you and hope you have a great day. My ore has successfully generated. So excited for the future of modding!
    1 point
  5. I'm currently trying to add a new entity, which looks like a smaller version of the player. It all works fine and dandy, except I want the mini-player to fetch the skin of its username. Using the MojangAPI, I fetch the skin url and then use the following code: ResourceLocation resourceLocation = new ResourceLocation("skin/" + uuid); File file = new File("cacheXXX"); Texture texture = new DownloadingTexture(file, skinURL, resourceLocation, true, () -> { System.out.println("test"); }); texture.loadTexture(Minecraft.getInstance().getResourceManager()); Minecraft.getInstance().getTextureManager().loadTexture(resourceLocation, texture); return resourceLocation; I hope that properly binds the skin texture to the resourcelocation. Now using `getEntityTexture` in the renderer, I give it the new skin location. I know that works, because I set the skin to `DefaultPlayerSkin.getDefaultSkinLegacy();` on initialization, before overwriting the variable with the one returned from the top function. The only thing that I could imagine is, that the renderer caches the first resourcelocation returned by `getEntityTexture` and not checks it again. I hope that makes sense!
    1 point
  6. So I created a forge server for 1.12.2, most of the mods won't load and annoyingly? Inventory won't open, tried everything to open it. Idk what I'm doing wrong here. Single player works like a dream. I installed the server perfectly as per instructions. I tried Uninstalling all mods and tried adding them one at a time? Same thing; no inventory load no matter what mods where on there, even without mods. Tested for lag and to see if there was a conflict ie another server install messing with it? Nothing. Has anyone encountered this on 1.12.2? BTW yes I remapped the key, it also didn't work.
    1 point
  7. Hi all, First of all I know the topic doesn't sound like it is related to modding but hear me out. I plan on making a mod so I set up the workspace like one does. After I had the workspace set up I had no idea were to go from there so I made another post here looking for decent tutorials. It was then I realized if I needed further help it would be easier if my code was easily accessible. So I started to look into uploading the project to GitHub. I did this using Eclipse's git integration which worked well enough. however upon importing the git version into the workspace I immediately noticed a problem Eclipse's gradle task menu would not show the gradle tasks for the project. I then went and branched off a different mod to import into my workspace to see if it worked. it did not show the gradle either however, it didn't have the recourses either. Any way the point of my tangent there was to ask is there a way to get eclipse to recognize gradle tasks that originate from a project in a git repository using eclipses inbuilt git and gradle integration. For instance say i put a clean unmodifed forge mdk project into a GitHub repository how do i get eclipse to use the associated forge exclusive gradle tasks when the project is imported to the workspace?
    1 point
  8. I'm super super sorry for posting a non-supported version of forge on here but I've been researching this for 5 days to no avail! I'm really really desperate and any help is needed. It also took my 7 hours to set up this Forge thing on my computer, and I really don't want to deal with another 7 hours of errors which is why I I'm trying to avoid updating. When I finally got it to work with 1.8.9 I was really happy but I don't want to repeat that hell again. Thanks for the help! ALSO! IT WORKED!!! THANK YOU SO MUCH!!!!! I'VE BEEN TRYING TO DO THIS FOR DAYS NOW. And if you think I'm exaggerating about the 7 hours, I'm not lol... my parents came into my room and said "are you alive"? I was up until 1 AM... I was getting gradle errors, java errors, java vm errors, -Xmx256 errors, environment errors, eclipse errors, and I hadn't even started making the mod yet! It just wasn't setting up correctly.... things just kept going wrong. Anyways, it worked!!! thank you so much for helping me! Also acknowledging your description to your forge profile (I think that's a description or a bio? something like that), the fact that you helped me proves that you aren't a jerk. And people who do call you a jerk are just being ungrateful. Trust me, I know. I am an official "Helper" and an "Expert" on the Java discord server, and some people are just complete asses. I will try to walk them through a problem and then they yell at me and say I'm treating them as morons. and I ESPECIALLY agree with you on the statement "If you do not understand Java, I WILL NOT HELP YOU". There are lots of people who just ping me and ask me to do their assignment for them.
    1 point
  9. I'm currently trying to set a custom mob to spawn in a specific biome, and I've looked at a couple of reference mods to see if I've been missing anything, but my mob just somehow cannot spawn. @SubscribeEvent(priority = EventPriority.HIGH) public static void addBiomeSpawn(BiomeLoadingEvent event) { Biome biome = ForgeRegistries.BIOMES.getValue(event.getName()); System.out.println(biome.toString()); if (biome.toString().equals("minecraft:plains")) { System.out.println("Its been Added!"); event.getSpawns().getSpawner(EntityClassification.CREATURE).add(new MobSpawnInfo.Spawners(BestiaryRegistry.SEAL, 100, 1, 3)); } } as far as I'm concerned this is the only thing that has to be done, and it appears that my mob has been added to the spawn list, but it just refuses to appear. I feel like I'm missing something really stupid here but I can't figure it out.
    1 point
  10. to go along with this topic, how do you setup conditional dependencies? like i have a mod that adds ways to create new ingots, and i want to add modded ingot support for other mods. I do not want the mod to be required to load my mod, i want my mod to remove elements if that other mod is not present, been looking for days and this is the closest i have found to the topic.
    1 point
×
×
  • Create New...

Important Information

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