MDW01
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Everything posted by MDW01
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1.12 - Trying to use WorldEdit schematics with Custom Blocks
MDW01 replied to skeeter144's topic in Modder Support
could you give an example of what the item id's show up in game as and show the code for registering that specific item. -
(Unsolved) 1.11.2 | How the heck to make a multiblock
MDW01 replied to Daring Do's topic in Modder Support
Well what you need to do is make the blocks tile entities and when you place down the main center block have it place the other blocks around it. Then have it check if the center block has been activated and have it set a boolean to true that the other blocks check as well. If one or any of the blocks meet the requirements you set you can then have it move on to your ritual. -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
No problem glad to help. -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
Guess we are in the same boat -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
Yea I understood the first ones the last one is where you lost me. where did you get the repos.add line from? -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
At this point you've lost me could you try to explain what you are doing with those lines or create a separate post for that and maybe someone else can help you with that. -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
I hope this helps you you also might want to look at that tutorial again because of the Searge name for the field which I believe also applies to reflection correct me if I'm wrong its been a while since I've done this. net.minecraftforge.fml.relauncher.ReflectionHelper /** * Finds a constructor in the specified class that has matching parameter types. * * @param klass The class to find the constructor in * @param parameterTypes The parameter types of the constructor. * @param <T> The type * @return The constructor * @throws NullPointerException if {@code klass} is null * @throws NullPointerException if {@code parameterTypes} is null * @throws UnknownConstructorException if the constructor could not be found */ @Nonnull public static <T> Constructor<T> findConstructor(@Nonnull final Class<T> klass, @Nonnull final Class<?>... parameterTypes) { Preconditions.checkNotNull(klass, "class"); Preconditions.checkNotNull(parameterTypes, "parameter types"); final Constructor<T> constructor; try { constructor = klass.getDeclaredConstructor(parameterTypes); constructor.setAccessible(true); } catch (final NoSuchMethodException e) { final StringBuilder desc = new StringBuilder(); desc.append(klass.getSimpleName()).append('('); for (int i = 0, length = parameterTypes.length; i < length; i++) { desc.append(parameterTypes[i].getName()); if (i > length) { desc.append(',').append(' '); } } desc.append(')'); throw new UnknownConstructorException("Could not find constructor '" + desc.toString() + "' in " + klass); } return constructor; } -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
Is your code on git? -
(Unsolved) 1.11.2 | How the heck to make a multiblock
MDW01 replied to Daring Do's topic in Modder Support
Could you be more specific on what you want the multi block structure to do because it will affect the way you will do things as there are a few different ways you could do it. -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
Reflection would allow you to make it not private so you could create a new entry. I can't seem to find the tutorial on reflection but this is one on access transformers which also links to some useful tools and examples that will help you. https://tutorials.darkhax.net/tutorials/access_transformers/ -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
Ok -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
Use AccessTransformers or Reflection. I recommend you use reflection and you can read up on it on the wiki tutorials. -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
could you be more specific about what issues your having adding it manually. -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
Personally I just create an alias to the folder when I do that. -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
There is really no reason you should need it anywhere but the resource pack folder. -
[1.12.2] [SOLVED] How to load your own resource pack manually
MDW01 replied to FireController1847's topic in Modder Support
Please correct me if I misunderstood you but I believe this is already a feature. The "Open Resource Pack Folder" button opens the folder so you can easily drag in your resource pack. -
It really doesn't make any sense saving individual chunks and your going to end up running into a lot of issues.
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You might want to check your paths for your block states and models.
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Im assuming you want the water texture with movement not just an image?
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[1.12] Need help finding edge of loaded world. [Solved]
MDW01 replied to camogamer's topic in Modder Support
I would recommend just spawning them in a specified radius around the player that way you don't have to check what chunks are loaded. -
com.cloudbees.diff.PatchException: Cannot find hunk target error
MDW01 replied to todanielchow's topic in Modder Support
It is just gradlew setupDecompWorkspace And yes to my knowledge java 9 is not yet supported. Also Ive heard gradle was down earlier but it seems to work now so i would try it again. -
I think you mean that the portal links correctly in the chunks that are loaded but not in the chunks that are unloaded so it only works in one direction?
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how are you moving the player to that other portal
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I wouldn't worry about trying to figure out how to add dependencies to your jar almost everything you'll need is already included in the forge and Minecraft libraries. Look through the libraries in your workspace and you'll see what forge gradle has added to your workspace also you can look through Minecafts source code to get ideas on how mojang implements stuff and if you view the forge source you can get information on how to use the forge code.
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Is this part of your code supposed to prevent the second player from controlling it? 800. @Override public boolean canPassengerSteer() { // must always return false or the vanilla movement code interferes // with DragonMoveHelper return false; }
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