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Everything posted by ChampionAsh5357
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[1.15.1] Transparent baked models/quads
ChampionAsh5357 replied to PianoManu's topic in Modder Support
1.0f sets the alpha channel if I'm not mistaken. However, if the block is in the solid render type, it will render through the entire ground. You would need to put it in the correct render layer as well (in this case the ice would be in RenderType#TRANSLUCENT). -
[1.16.2] How to add Custom Ore to World Generation
ChampionAsh5357 replied to samjviana's topic in Modder Support
1.16.2 has biomes/dimension now data-driven. The system is currently being implemented to allow for appending features/structures/spawns to them. -
[1.16.1] Adding variations of default mobs?
ChampionAsh5357 replied to connieisdead's topic in Modder Support
Extend that specific mob class but make a new entity type. Boom, no rebuilding and everything remains the same. -
IExtendedEntityProperties Help!!!
ChampionAsh5357 replied to ChrisIsNoodleBoy's topic in Modder Support
1.12.2 is no longer supported. Please update to LTS 1.15.2 to receive support. -
[1.16.1] Library Missing After Refresh
ChampionAsh5357 replied to urbanxx001's topic in Modder Support
For reference, you no longer need to access the stripping map. There is a method IForgeBlock#getToolModifiedState that allows you to define what happens on a certain tool right click. -
[1.16.1] Library Missing After Refresh
ChampionAsh5357 replied to urbanxx001's topic in Modder Support
Try removing the AT altogether and redoing those 4 steps. If it works, you probably tried to AT a field/method/constructor that causes issues. Do note the only ones you can AT safely are private, static, and final values. -
So no. You can google something on dimension/biome jsons in general though.
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[1.15.2] Issues With Armorstands and Custom Armor
ChampionAsh5357 replied to TonyGamer's topic in Modder Support
This is not how one does armor modeling. First and foremost, you cache the model in the item which will crash on any dedicated server. Second, of course it will be synchronous, it matches the player model to model. Third, it's not even a biped model. I've honestly written this out quite a lot, so apologies for linking my own material, but take a read at this because I'm just tired of writing this over and over. -
[1.15.2] Replace Armor Model for Specific Damage Values
ChampionAsh5357 replied to Mr_Zylr's topic in Modder Support
Currently you cannot change the armor models for vanilla armor (otherwise there would be lots of conflicts). If you wanted to do that, you would need to reflect into all renderers with the BipedArmorLayer, remove it, and then add your own which would allow for more control. -
Ore generation and all features will be handled through jsons now. Forge is currently working on a system to implement appendages to json files for all users to add their features to. When they actually finish and implement, there will probably be an announcement about it.
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Ugh, let's break this down... First, this will never load since it's mod not a mod. Second, you are reaching across logical sides making it crash on the server. Third, there will be no actual result on the client because that's where you call it from. Fourth, you have static variables meaning that you can only have one instance of it for all players. Fifth, why in the world do you have a static and nonstatic variable doing the same wrong thing? Sixth, you have unused variables that actually makes the code work. Seventh, what in the world are you using integer ids for? Eighth, you're not even giving the player regeneration. Ninth, this is all declared in a static method for some strange reason. Tenth, you're not even calling the method. And finally, the only thing you did right was removing the potion effect even though it will never work. Please take time to learn some java and read the docs. Don't go asking for example code if you're not understanding what you are doing, it just makes the learning curve that much harder.
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I don't really mind MCreator as a tool if it actually did what it said it could. The issue is with the code it decides to spit out. It's very messy, issue-prone, and has bad practices throughout it. The project itself doesn't make any adjustment to match current standards and tends to break down with more complex logic. If MCreator actually spent the time to update their code to current standards and make it logically sound, then the only arguments are those from as you said. However, with all the problem it provides and doesn't plan to fix, its a bad tool for any kind of user as it could make them unnecessarily believe the code is well done promoting bad practices among new and incoming programmers causing modding communities to get just a slightly bit more mad. I'm not here to offend your opinion, you do have a valid point of what it could do and that it helps people who just don't understand the intricacies of programming all too well yet. But until MCreator puts as much effort into their program as programmers who use their system, the tool will always be criticized for its issues, incorrect standards, hurting the knowledge of beginner programmers, and any other complaint people have against it.
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1.14-1.16 asm based animated blocks, implemented?
ChampionAsh5357 replied to Vonny's topic in Modder Support
I tried commenting out the pages from access, but the PR hasn't been merged yet. So apologies for that. -
1.14-1.16 asm based animated blocks, implemented?
ChampionAsh5357 replied to Vonny's topic in Modder Support
Animation API has been removed for a while and was officially pulled 1.16 if I remember correctly. The use of TERs are now roughly the same speed and resource usage as using the api so consider those for animation now. -
How do i find, if the player is in a specific dimension?
ChampionAsh5357 replied to Vinit's topic in Modder Support
Dimensions are no longer stored on the entity as they are separated in different world objects. You will need to get an instance of the world and then check either World::func_234923_W_ or IWorldReader::func_230315_m_ depending on which method you want to do. -
If you navigated to the source, you would've found a little comment saying 'Forge: Use supplier method instead'. So do as it says.
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Would you mind if you shared your item class?
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[Solved][1.16.2] Adding texture space for layers
ChampionAsh5357 replied to DavidQF555's topic in Modder Support
When I'm speaking of renderers in this case, I'm talking about layer renderers. You're basically applying your own with your custom model. You can literally reuse LeatherHorseArmorLayer almost exactly the same except replacing their model with yours and making sure its not an instance of HorseArmorItem. -
Sides are helpful and you will need to google how to add breakpoints in your specific IDE as I only know how for the ones I use.
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That's either a problem with loot tables (which is doubtful as it works fine) or you aren't setting the information on the server. You can even put a breakpoint at EntityFlagsPredicate::test to see if this is the case.
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PlayerLoggedOutEvent would work as this gets the player before it is removed on the server.
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Not a good idea to start a sentence off with all the tutorials don't work then. It implies that you are doing the try and true method of copy-paste. Also, you shouldn't mention fire aspect then since that's an enchantment. Otherwise, look at Item::hitEntity and Entity::setFire.