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Everything posted by Cadiboo

  1. Please show your full code. Especially your container and tile entity
  2. VBOs are always on now. This is an implementation detail that you shouldn’t need to know about though, what are you doing?
  3. Your block’s shape should match the shape of your model. Show your code.
  4. You could have a copy of the vanilla block in your mod that is the exact same + always true water logged
  5. If your mod is successful then you can always backport in the future. The best way to code a mod is to write it for the latest version and do your best to make it is future proof as possible by abstracting what you can and always using the most up to date way of doing stuff.
  6. Look at usages of both and gain a good understanding of what they’re used for and their differences
  7. How does vanilla do it when you’re sneaking/flying/crawling? Also the model is just for rendering. It doesn’t control the size of the entity
  8. Use the same logger. Use LogManager.getLogger() and then apply your own config for your mod (via the package name).
  9. Fix this, you really need to be able to see the vanilla code for modding. If you have trouble with it ask for help. Look at the horse code. It’s probably something like a timer in the entity + setting rotations in the Renderer based on that timer.
  10. Read this: https://cadiboo.github.io/tutorials/1.15.1/forge/1.4-proxies You’re better off extending the Arrow and adding the spin in your renderer (similar time the arrow shake) as it already sticks into stuff
  11. Run this in the client setup event. You can also use DistExecutor to run code only on a specific side but be careful with lambdas and the verifier.
  12. Probably nothing would happen if you copy paste a single class. That being said, you don’t want to go around illegally sharing someone else’s intellectual property. You also don’t want to copy vanilla’s code because it changes often (and the changes may break your copied code) and usually uses legacy code that hasn’t been updated in 10 years. Forge usually provides better systems and better ways of doing stuff.
  13. Ok, I’m going to step back, why are you duplicating the player renderer? Why aren’t you extending it? What are you trying to do, from a player’s perspective?
  14. Go with #1 and 16x16 textures. Textures should be a power of two. So 8, 16, 32, 64. They should also be no larger than 16 because of this and this.
  15. No. Wdym? That was a temporary workaround hack for not having a MatrixStack in the DrawBlockHighlightEvent, a completely different issue that has now been solved. Porting this code should take you all of 30 seconds. Copy the original minecraft class (from referenced libraries), apply your patches and you’re done. You can see an example of where I do something similar here (adding 2 fields at the bottom of a class, I need to keep the rest of the class’s code correct and up to date).
  16. If you’re extending a vanilla class that takes in a model as a constructor parameter I would expect the rendering to be taken care of for you. It is in my code.
  17. Subscribing: https://mcforge.readthedocs.io/en/1.15.x/events/intro/ Personally I would PR a hook to avoid incompatibilities with other mods that replace the screen.
  18. This appears to be your error. Please post the debug logs from both client and server.
  19. Probably not, but McJty’s tutorial isn’t the best - It uses a hack to load the config before it should be loaded + doesn’t bake config values. You can see my tutorial here. I think McJty fixed his tutorial but you followed the outdated one.
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