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Showing content with the highest reputation on 03/31/20 in all areas
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You could look at ChunkRenderDispatcher, RegionRenderCacheBuilder, and WorldRenderer to figure out where and how.1 point
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There is no event for that. You will need to bake your data somewhere else.1 point
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There doesn't seem to be an appropriate event for what you are wanting to do on 1.15.2. I'm not sure what you want to do, but there is RenderWorldLastEvent in 1.14.41 point
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What you are seeing are methods and parameters that do not have an MCP Name yet (see my post linked below), you can contribute names for them through IRC (#mcpbot on EsperNet, /msg MCPBot_Reborn help).1 point
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Capabilities wouldn't save the data if the mod is meant to be client side. At least not on dedicated servers. So @Tupaç is better off writing the file to disk themselves.1 point
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yea, as you said, I think "cleanness" doesn't really matter for small mods lol1 point
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Then you are doing something wrong. public class MyEntity extends SomeEntity { public int timer = 0; public void damageEntity(DamageSource source, float damageAmount) { // DO STAT INCREASES timer = 300; } public void tick() { if (timer > 0) { timer--; if (timer == 0) { // DO OTHER STAT STUFF. } } } } That is an example. If you don't know how to program in Java then you really shouldn't be making a mod.1 point
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The best I can do for that is point you here. I don't know how clear that is.1 point
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There is likely a little more than this it's been a while since I've messed with Entities. Entities are registered like Items and Blocks. You must also register their renderer with RenderingRegistry.registerEntityRenderingHandler. It depends on the IDE you are using. In eclipse just set a breakpoint and run the game in debug mode. I don't know about IntelliJ Idea or any other IDE. To run in Debug mode click the bug icon next to the Run button.1 point
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Create your own entity with it's own EntityRenderer. Yes you understand correctly. And there will not be one. Have you tried using the debugger to see the coordinates of the entity on both the logical server and logical client? It is likely a desync issue.1 point
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You're not even scratching the surface of why this isn't gunna happen. There is no sane way to do this that doesn't waste more time then it saves. but by all means, if you can think of something, write it up and add benchmarks to it.1 point
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I looked at Lex's mod CobbleForDays to get mine working. Tropicraft's 1.14 branch was useful to start with as well (I used that until I found Lex's).1 point
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Well code seems to be similiar to mine. So in my opinion it's problem of registrying it. My way: public Main() { FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup); } private void setup(final FMLCommonSetupEvent event) { //here }1 point
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This took a fair amount of time, but it worked! Thank you! For anyone else doing something similar or wondering how I did it: I got the AnimationMetadataSection from the TextureAtlasSprite via reflection I calculate the current frame and amount between the current frame, and next frame to use as alpha, each tick using the AnimationMetadataSection I have my model create pieces using the texture coords for the current frame and for the next frame When my model renders, it renders the current frame's pieces and then renders the next frame's pieces, on top, with the alpha1 point
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hello I need help downloading forge and I am trying to download forge version 1.7.10 and it just keeps on stalling on "downloading libraries unpacking packed file akka-actor_2.11-2.3.3.jar.pack.xz" please if you can.0 points