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Cadiboo

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Everything posted by Cadiboo

  1. No its not. Rendering code doesn't exist on the server, heres some documentation about sides that may be useful https://mcforge.readthedocs.io/en/latest/concepts/sides/
  2. I think you just drop it into your versions folder
  3. put this code for(Item item: allYourItems) { ModelLoader.setCustomModelResourceLocation(item, itemMeta, new ModelResourceLocation(new ResourceLocation(registryNameResourceNamespace, registryNameResourcePath), "normal")); } In your ModelRegistryEvent. https://mcforge.readthedocs.io/en/latest/concepts/registries/#registering-things like this //inside your event subscriber (@Mod.EventBusSubscriber(value=Side.CLIENT)) public class ClientEventSubscriber { @SideOnly(Side.CLIENT) @SubscribeEvent public (static) void onRegisterModelsEvent(final ModelRegistryEvent event) { //model registration code goes here } }
  4. I'm baked quads include their color (tint index) but I think you can also use LightUtil#renderQuadColor? take a look at RenderItem#renderQuads for an example
  5. the max health of what?
  6. I made a hook for this (closed it because of performance issues and some other reasons) https://github.com/MinecraftForge/MinecraftForge/pull/5166. I'm currently making a core mod to add these hooks (https://github.com/Cadiboo/NoCubes-Hooks) and I'm planning on working with grondag to make these hooks part of forge (read the comments on the PR). I actually did something similar here where I render fluids inside invisible blocks and do some face culling based on the surrounding blocks. Please note that what I've done in that PR and in that repository is absolutely horrendous for performance (I think, it could just be my old computer)
  7. Sorry for the necro, but this problem is due data not being synced instantly to the client. Arrows don't have this problem because they have their data specially synced for them (EntityTrackerEntry#updatePlayerList on lines 229-255). The simple solution to this (and the one that Tinkers Construct uses) is to just extend EntityArrow and build everything on top of it. However this isn't a very elegant solution & results in side effects like arrow-related achievements being called on your entities. Heres my thread with the same problem and a good thread about the entity data manager where jabelar shows that arrows are specially handled
  8. Heres my topic where I finally achieve this
  9. Honestly there weren't that many additions (on the surface) that came in 1.13 so back porting the features probably won't be too hard (except for the water stuff, don't even try & touch that). Its still going to blow up in your face, theres no way around it Its probably legal (very very probably, I'm not a lawyer though), however why would you back port stuff, thats the entire point of new versions. Forge 1.13 is almost done, it only took so long because they chose this update to entirely rewrite both Forge Gradle & Forge Mod Loader and large parts of Forge. Feel free to take a look at and All of us are always happy to help, you should however know Java or another Object Oriented Programming (OOP) Language before trying to make a mod. You can make a topic, message us personally (don't if you are able to make a topic for it) and ask for help on the Forge Discord Chanel (https://discord.gg/UvedJ9m).
  10. Im fluent in google translate
  11. Go to http://files.minecraftforge.net and download the version you want. Vá para http://files.minecraftforge.net e baixe a versão que você deseja.
  12. You posted your crash report as a downloadable file. I asked for your entire debug log as a PasteBin or GitHub Gist link. Try removing EnderCore
  13. I think you should make the pathfinding AI better instead of removing bounding boxes. Why not just check if they're stuck on a trapdoor & if so try moving around a little
  14. Theres also a performance gain with bitshifting
  15. We need your entire debug log to solve this issue, please post it using pastebin or GitHub Gist as described in my signature (the text below all of my posts)
  16. Sorry we don't support 1.7.10 (or any versions under 1.9) on this forum anymore due to its age (4+ years old). We simply don't know how to write code for it and help you anymore. You can go to the Minecraft Forum where I think that they still still support older versions, or update to a modern version of Minecraft (the latest version or the one before it) to receive support on this forum.
  17. Fair point, however as Animefan said do what you want, there are other forums that support 1.9 & below (minecraftforum). Feel free to visit them, they have more people & people who still write mods for those versions. We simply can't support them here because we haven't written code for those versions for many (3+) years. We just don't know how to mod for those versions. I personally have only written mods for 1.12.2, and I couldn't help at all with older mods. I've ported a mod from 1.7.10, and it seems that absolutely everything was done differently back then.
  18. Don’t multiply, use bit shifting. The results are different (integer multiplication rounds down)
  19. did you mean Blocks.SAND? What version are you modding on? We don't support modding on versions below 1.9
  20. Sorry for the necro, whats the event? I can't find it anywhere. The fields I'm using for caching are instance fields so I can't use the @ObjectHolder annotation. Edit: its the RegistryEvent.Register<> event
  21. Write a mod to unchange them then.
  22. 1.7.10 and anything under 1.9 isn’t supported on these forums sorry (its like 5 years old), update to a modern version to receive support. The things Forge doesn’t support: - Versions below 1.9 - MCP and Jar Modding - Core-Mods - Hacked Clients - Custom Launchers - Stuff with Capes
  23. What exactly do you mean? What are you trying to do?
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