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Posts posted by Cadiboo

  1. 8 hours ago, JimiIT92 said:

    That's unfortunate, I understand why is it like this, but I still find it very limiting :/ I eventually thought that you can write your custom block with it's own ID and then replace it whrn is placed in the world, but is not the nicest solution I guess

    You could have a copy of the vanilla block in your mod that is the exact same + always true water logged

  2. 3 hours ago, DragonITA said:

    i cant see the Vanilla Code

    Fix this, you really need to be able to see the vanilla code for modding. If you have trouble with it ask for help.


    3 hours ago, DragonITA said:

    A horse will occasionally make a special animation, how i can imitate it?

    Look at the horse code. It’s probably something like a timer in the entity + setting rotations in the Renderer based on that timer.

    • Thanks 1
  3. 2 hours ago, Busti said:

    You need to add your block to the layer lookup table.  
    Run something like this after registering your block.

    if (FMLEnvironment.dist == Dist.CLIENT) {
    	RenderTypeLookup.setRenderLayer(yourBlock, RenderType.CUTOUT);


    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.

  4. 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.

  5. 9 hours ago, Drachenbauer said:

    should i create my own RenderPlayerEvent-classes for my custom PlayerRenderer-classes?


    9 hours ago, Drachenbauer said:

    It still seams like the RenderPlayerEvent-class is only compatible with the vanilla PlayerRenderer-class.


    9 hours ago, Drachenbauer said:

    Cadiboo posted this link in one of the answers here:


    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).

  6. On 2/12/2020 at 7:02 PM, Edivad99 said:

    [09Feb2020 11:07:25.090] [Netty Epoll Server IO #3/ERROR] [net.minecraft.network.NettyPacketEncoder/]: java.lang.StackOverflowError

    [09Feb2020 11:07:25.114] [Server thread/INFO] [net.minecraft.network.play.ServerPlayNetHandler/]: diamn05 lost connection: Internal Exception: io.netty.handler.codec.EncoderException: java.lang.StackOverflowError

    This appears to be your error. Please post the debug logs from both client and server. 

  7. On 2/11/2020 at 5:43 AM, Edivad99 said:

    Could it be a bug regarding mod config? Although it seems strange to me because I followed the mcjty tutorial.

    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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