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Everything posted by tebreca
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[1.16+] Any alternatives for Block::onEntityCollision?
tebreca replied to tebreca's topic in Modder Support
Allright! I guess I'll just do some @Suppresswarings() Thanks! -
Hello there, I've come across this method for quite a while; Block::onEntityCollision And as it's deprecated I'm looking for any alternatives, with the lacking of any in the javadoc; I chose this method because i wanna damage the player when walking trough my block, and AbstractFireBlock does this using this method. Thanks in advance, Tebreca
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Looks like you haven't updated your pack.MCMETA file; https://minecraft.gamepedia.com/Tutorials/Creating_a_resource_pack Try changing your pack_format to 5
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Hello there again, So I'm working on a block that has an inventory. It all works fine and such. Now I'd like to render the item in the inventory (max stack size is 1 so technically always a stack with size 1 but I'll call it item) onto the block, when not Air. This is what I have after a morning of trying stuff; https://gist.github.com/Tebreca/28ae1e005f66270427e664f17e10c8b9 The matrix crashes the entire game; https://hastebin.com/simijavara Whatever I try I cannot find a way to scale down the item; it currently is the size of a real block; So, how would I go about rendering an ItemStack on top of my block? Thanks in advance!
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[SOLVED][1.14.4]Pack files within a mod jar and extract them
tebreca replied to tebreca's topic in Modder Support
oh ok, thanks! I should've done that before asking here, my bad -
[SOLVED][1.14.4]Pack files within a mod jar and extract them
tebreca replied to tebreca's topic in Modder Support
I placed the file in the resources folder, it showed up in the jar when I opened it up with WinZip. this is what happens while debugging. I got the same error when running it in a client with the jar compiled, may that make a difference with runClient. -
So I was trying to get a few files unpacked into a subfolder within the Minecraft profile. I got the folder and such working, but I didn't want to write an API for fetching the files from my file server. As the files may differ between versions of my mod. So I decided to just pack them in the jar, which works fine, but like I expected the following line of code doesn't work. InputStream inputStream = FolderManager.class.getResourceAsStream("files.json"); I figured this had to do with the fact that the mods are programmatically loaded in. Is there an easy way for me to access these files I packed? I will make this API for the long term, but unless there's no alternative I'm not yet planning on making it. Thanks
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OK, Thx! I'll do that
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At runtime there's a registry for minerals, the amount of minerals depends on config and other mods invoking this registry, I could force them to make their own recipes but I'm trying to make it so there's only one line required and my mod takes care of the rest
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That's the whole problem I'm trying to dynamically add recipes; is there any reason why this isn't possible?
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So I should create JSON files at runtime?
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Hello again, So I figured out my mineral registry and now I want to add a furnace recipe for each one of them, I made a Function<Mineral, FurnaceRecipe> which I use in this method to create the recipes; public FurnaceRecipe[] getMeltingRecipes(){ return getMinerals().stream().map(Transformers.DUST_INGOT_TRANSFORMER).collect(Collectors.toList()).toArray(new FurnaceRecipe[0]); } Now this works but I have no clue on how to register those recipes, which method should I call / what class should I override and when(which event)?
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Heya, So I've made a registry for a custom type called Mineral. Now I want to generate several items and blocks for each entry, but my event gets fired later than both the block and item registry events. I read this on the docs now I really just wanna do this with the forge registry, is there any workaround or do I have to write my own registry and all to make this work.
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Alright, I'll do that! thanks alot m8!
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Ah, I hate hardcoded things, is there a reason for the hard coding or is it safe for me to use asm on it
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it is, but on the other hand it isn't, having to mess with api's is sometimes harder than just making a dependency of a mod
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You can just as I said, make your mod the library. There's not much wrong with that, just make sure you have all fields that aren't to be accessed marked private.
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Hello there, So I've made this tool which "melts" down blocks. To make it look like it is actually melting it I have made a custom texture for the breaking overlay. Does anyone know if there is any way I can add a custom breaking overlay? I've stumbled across IBlockState::hasCustomBreakingProgress but I couldn't find anything about that either. I'm guessing that's something else than what I'm looking for?
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Your mod has the capability, you don't have to put it in an API, other programmers can make their mod as a dependency of yours. But if you want to you can just move them into an API, but make sure to include it in your gradle buildfile so it compiles. what kind of recipes exactly
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Depends on what you're wanting to put into the API, but remember this is not a Java school. We're not here to tell you how to make API's, but I'd recommend you make people interact with interfaces. API's definition is basically this; If you want to make an API so other mods can add recipes to your mod's machines, you can. But that's really up to you. Please give a little more info about what the API should do, then I can give you some coding advice.
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all right, thanks!
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I just found this thread: http://www.minecraftforge.net/forum/topic/40662-1102-custom-particles/ Now my question is how do I retrieve a TextureAtlasSprite?
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If you use capabilities, which is what I'm guessing you are; use a switch to check the facing, and return the corresponding slots.
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I never used scala, but one of their classes wasn't found; scala.collections.Seq
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What did you do to your java version? A scala class wasn't found.