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Everything posted by Cadiboo
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I’m pretty sure this isn’t the reason, let’s keep this polite
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[Solved] [1.12.2] Crash with custom block drop
Cadiboo replied to ProspectPyxis's topic in Modder Support
Items are Singletons. There is only ever one of each -
Can you post your project as a GitHub repository?
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There’s a couple ways: 1) get the players skin texture and draw the face. (2D, requires a little basic rendering knowledge, best performance) 2) get the players skin texture and draw a cube. (3D, requires slightly more basic rendering knowledge, good performance) 3) make an ItemStack with a Skull with the players head and render it with the RenderItem. (3D, requires messing around with UUIDs I think, bad for performance) use method 1 in the renderOverlay event
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MCP is automatically downloaded and run with Forge (MDK), Modding without Forge (jar modding) has not been needed or supported since 1.2 (I think).
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How do objects like "PathNavigate" and many others persist across saves?
Cadiboo replied to MrChoke's topic in Modder Support
Or capabilities -
Has Forge figured out a way to replace a method (not override)?
Cadiboo replied to MrChoke's topic in Modder Support
It is possible but it’s absolutely painful and requires dealing with the raw bytecode of the method. It’s painful, a single wrong thing will instantly crash everything, you need to pretty much learn 2 new languages (ASM & Java Bytecode) and you will have no support from anywhere (online tutorials are also a bit non existent). It shouldn’t even be a last resort. If your using it, your doing something wrong. You should try submitting a PR to forge if you want hooks. It’s a slow process, but you will get a lot of feedback. -
Any way to detect when a specific entity dies?
Cadiboo replied to Robin Withes's topic in Modder Support
Capabilities are a concept from Object Oriented Programming (like Objects and Interfaces). They allow for programming in the style “composition over inheritance”. Sorry for the badly worded answer, these articles explain it well. https://en.m.wikipedia.org/wiki/Composition_over_inheritance https://en.m.wikipedia.org/wiki/Encapsulation_(computer_programming) -
Most models are created upside down because of how texture coordinates work. It’s easier for humans to create them upside down and then rotate them in the rendering. This is because texture coordinates (UV) have the V axis going down when pretty much every axis ever goes up. Here are a couple diagrams to illustrate this
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Do you understand the basic concepts of Object Oriented Programming? Do you understand basic java? Minecrafts code is badly and confusingly written and forge is complicated. You should have a good basic understanding of both before starting Modding. I’ve been programming for a few years and decided to learn java through modding and it was pretty (very) hard to just jump in and learn the basics, not to mention all the special stuff and intricacies of modding. It’s possible, but you need to be receptive and read a bunch of documentation and take baby steps.
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Show your rendering code please
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What do you mean by display their head on screen?
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Minecraftforge forums running over HTTP
Cadiboo replied to HashtagShell's topic in General Discussion
Good. -
I was told that the @ObjectHolder annotation is going away in 1.13 due to Java’s internal reflection being changed from Java 8 to Java 9. I understand how this breaks a lot of code, but I don’t see how it makes it impossible to have the annotation. I think that the annotation is vital so that mods can override other mods items and blocks easily. It also provides support for adding and removing mods without restarting the game. Edit: I’ve seen this post, and I understand how fields with objectholder might not be allowed to be final, but I don’t see why this would cause @ObjectHolder to be removed entirely.
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why is registerItems and registerRenders events firing before preinit?
Cadiboo replied to skeddles's topic in Modder Support
I don’t understand, I’ll make a new topic -
Don’t use IHasModel or anything like it. All items have models and it leads to you writing code over and over again when you could just solve the entire problem in 3 lines of code. for(Item item: ModItems) { ModelLoader.setCustomModelLocation(item, meta, model location); }
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You should have a basic grasp of java before making a mod. onBlockActivated(params...) { if(age==fully grown) { if (stack.getItem() == ModItems.BANANA_PICKER) { drops.add(new ItemStack(ModItems.BANANA)); } else { //tell player they need to use a banana picker } } }
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What version are you writing your recipes for? before 1.12 they’re called log and have metadata {”item”: “minecraft:log”, “data”: 1} in 1.13 they’re called <variant>_log
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why is registerItems and registerRenders events firing before preinit?
Cadiboo replied to skeddles's topic in Modder Support
Why won’t they be in 1.13? I think that they’re a great addition, and are vital due to their potential for adding & removing mods ingame -
Wish base classes like Entity didn't have so many private vars
Cadiboo replied to MrChoke's topic in General Discussion
is it @forge-bot? I just talked to it and if it is, you can't add mappings. @MrChoke You can add mappings by going to https://webchat.esper.net/ and typing in /join #mcpbot and then typing in !help -
Can you post your code as a GitHub repository? I've got some spare time & could clone & test your project myself
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[1.12.2] Spreadable Biome Based on Biome Placement in the Nether
Cadiboo replied to LogicTechCorp's topic in Modder Support
Maybe look at the Taint from Thaumcraft?