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KurodaAkira

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Everything posted by KurodaAkira

  1. I am developing a mod which is entirely client side (only adds HUD elements which do not need server communication) and as such the mod shouldn'tt be installed on a server. This worked fine prior to 1.16.4 but now the mod seems to check against being installed on the server ("[Netty Client IO #0/INFO]: Client has mods that are missing on server:"). How can I designate my mod to not require being installed on the server?
  2. For my mod I need to check if the chat is open (my mod should not render a bunch of text behind the chat if it's open). But the function is no longer public, so I cannot use it without Reflection. Are there any other ways to check for this?
  3. I know it's an issue with the other mod but previously I could work around this.
  4. I am the author of a mod which works purely on the client side and as such should work on any server. With 1.13 the ClientSide argument for the Mod main file got removed and I couldnt find any information on how to declare my mod to be entirely client side so the servers dont reject it by default due to mismatching mod lists. Any ideas?
  5. because a lot of mods hook into the render events for the elements to display their own stuff instead of the .ALL type. Since my mod is redoing the majority of them, it also cancels all of those and results in less compatibility.
  6. This still doesnt fix the issue of still firing the event while replacing it's render though.
  7. The mod I am working on replaces most of the HUD. The way it does it allows to render them with a few options which by their nature need to happen before the event gets triggered since they affect the event. Maybe this has changed but I haven't found out about it. The mod requires the elements in question to be able to render even if the render event gets canceled by another mod and at the same time prevent the rendering of the vanilla elements while still firing the event for other mods to use (the user can change the behavior via the settings to adjust for other mods using the events). Can I stop the vanilla rendering from happening while still letting the event fire normally? Can I render elements while the respective event is canceled? An example for this was with Tinker's Construct in 1.12. Tinker's rendered the health via the event but canceled the event. If you were using my mod this would make the HUD look really weird (if it used events). Instead you could disable the event trigger (and the health rendering of tinkers by doing this) and force the health render of my mod without an event. At the same time this allowed me to use protected variables of GuiIngame which some of the elements needed (overlayMessageTime for example) and adjust things of sub.gui elements (for example the BossOverlayGui) without breaking any compatibility with other mods which called them.
  8. With 1.15.2 the variable "ingameGui" in the Minecraft class is now final. Unfortunately my mod works by changing this variable to a custom IngameGui. I tried working with the RenderGameOverlayEvent but without outright cancelling all other events this doesn't work. Is there a way to override the ForgeIngameGui class or a way to replace it's renderGameOverlay method?
  9. It's been a while since I last did minecraft modding (namely during 1.12.X) and I am now looking into porting my mod to the versions which have since been released. Unfortunately I have a bit of a problem with porting my GuiScreen classes. Previously I used to set the buttons function via actionPerformed but this function has since been removed. How is this done now? I tried looking at vanilla classes and other mods but I am still not sure how it works now. Another one is the apparent deprecation of the GuiLabel. I can no longer properly create labels as there is no way to adjust a labels width and height value. Is there a new way or creating these or something which serves the same (or a better) purpose? It would be incredibly helpful to know these things. Neither the porting primer, nor the documentation really helped here. Thanks in advance.
  10. My problem is probably really simple, but I need the model height of an entity/creature. BoundingBoxes usually are smaller than the creature actually is (for example the chicken bounding box does not contain most of it's head - or the Squid's BB does not contain it's tentacles). I tried to find a method which can give this to me but had no success. Maybe one of you can help me out. Thanks in advance
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