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Cadiboo

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Everything posted by Cadiboo

  1. You shouldn’t need to look through those files (yet at least). Please define “not working”
  2. Can you post your build.properties file (it might be called build.gradle, I forget)
  3. That’s a much better solution then mine. However, because the slot won’t appear in any GUI it will appear that the item has just disappeared. Also when you switch the stacks the player will be able to pick up items in their active hand.
  4. Wait is it just the parts of the model with rotation that are rendering weirdly? If so I think that it might be something wrong with BlockBench’s model renderer OR the rotations/translations are being applied. Try toggling the checkbox inside BlockBench that says Origin To Geometry. Try making a smaller model with rotated pieces and also look at the JSON model text and see if the sizes look correct.
  5. What do you want to show up ingame? If your “in” this slot do you want both held items to still be rendered? (If so how would you know that you were “in” your slot?) can you explain what you want to happen from an end-user perspective? (What you want to happen, not how your planning on coding it). If you just want to have the player have a slot that they can toggle on or off with a keybind, just make a capability that stores if the player has the toggled the slot on or not and subscribe to/override (idk if there’s an event for it yet) getActiveItemStack and if your capability says you should return ItemStack.EMPTY. If you want you can also cancel the rendering for the held itemstacks in both hands
  6. You should probably consider splitting up your client/common/server code more (this will probably crash on a dedicated server) Also NEVER return a null itemstack. Return ItemStack.EMPTY. `public ItemStack getRequiredItemToPilot() { return null; }` What exactly is going wrong with your model? How are you loading the model?
  7. You mean the way it already works in 1.9+?
  8. What are the circumstances
  9. What’s your problem?
  10. So to clarify, you want the player to have a constantly empty 3rd hand that only appears in the in game GUI that can be switched to with a key press? do you want this slot to act as a HAND or as a constantly empty inventory slot. (By hand I mean do you want getActiveHand to be able to return your slot & should getActiveItemStack return what’s in your slot)
  11. You mean 1.9 or higher (preferably the latest version). We do not support 1.8.x and under. This includes 1.8.x. The lowest version we support is 1.9. I think that support for that version is likely to be dropped when Forge 1.13 comes out or Minecraft 1.14 comes out.
  12. Try scheduling it to run on the next tick? Or make sure your using a ChunkCache? It appears that your getOpacity is getting a blockstate at a pos which forces a (the) chunk to be (re)loaded. I see two possible problems: 1) getOpacity forces the current chunk to be reloaded repeatedly somehow 2) Your getting the opacity for a block in a neighbouring chunk causing neighbouring chunks to be loaded indefinitely. Try printing out the BlockPos that your calling getBlockState for. It will tell you which one of the problems your having (or show a 3rd problem)
  13. I suggest querying your master block for a list of BlockPoss to check for your structure and have your master return an itterable of MutableBlockPos. That’s a horrible explanation, here’s some example code of the concept for(MutableBlockPos pos : getMaster().getAllPositionsInStructure()){ if(!isPositionCorrect(pos)) return FAIL; } return SUCCESS; I’ve got a 3x2x3 multiblock structure in my mod that I use this method for, so I’m a bit biased.
  14. Has anything changed? Please post your new entire debug log as described in my signature
  15. There’s a Forge Formatter Profile (for both Eclipse and IntelliJ) available at Forge Essentials (link below). Read the README for the Forge Essentials repository, the Forge GitHub README and the Forge docs>working on Forge page to get a good overview of how you should structure your PRs. Someone else said (paraphrasing) that there’s going to be a lot of criticism on your PRs, and it’s up to you to take it in your stride and use it constructively. https://github.com/ForgeEssentials/ForgeEssentials
  16. You can view the entirety of Forge 1.13 here: https://github.com/MinecraftForge/MinecraftForge/tree/1.13-pre?files=1 I think that Forge 1.13 is 80-90% done based on: - Forge Gradle 3 is finished (this was the part that unexpectedly took the longest) - I believe the MCP mappings are pretty much done for 1.13 - From what I’ve seen on the comits they’ve managed to get Forge 1.13 (without all the patches) to compile and run (I’m traveling right now so I can’t test it and confirm it myself) - I judge that the rewriting of the mod loading system is probably more than half done as they’ve already merged Minecraft and MCP into 1 “mod” with the new loading system (I think the new loading system is amazing and is a massive upgrade from the previous system) - I think that the remaining 10-20% of work is going to be going through all the patches from 1.12.x and seeing if they still need to exist and if so what changes have to be made to them because of changes to the vanilla code. Here’s the list of patches to review https://github.com/MinecraftForge/MinecraftForge/issues/5162
  17. Just add another project to eclipse and work on them at the same time. I think you should be able to do File>New>Project>Import Project, but that’s just common sense telling me that. You should google how to do it. This is a problem about Eclipse (and java IDEs in general), not specifically about Modding
  18. You should be able to check if the config version is the version you want to modify, and if the value is 7, change it to 9. If you didn’t store the config version you might be a bit out of luck
  19. I couldn’t find any client/rendering package, where is your model rendering code? Your entity.render package doesn’t appear to contain any code relevant to rendering your entity
  20. IMO When trying to update a mod, you should usually not copy paste your old code then try & update it. You should start writing what your old code was trying (and hopefully succeeding) to do, and then copy/paste any code you KNOW works perfectly and hasn’t changed in between versions. Use your old code as a suggestion, not as a guide and not as something that should work. A lot has changed in between versions, and while your old code may appear to work, there is probably a new & better way of doing what your old code did
  21. The reason to use bit shifting instead of multiplication/division is that - Minecraft’s chucks are a power of 2 (16x16) exactly so that you can use bit shifting instead of multiplication/division for performance gains - Multiplication/division doesn’t always give the same result as bit shifting (-1) Anyway you don’t need to use these functions directly as Minecraft has a ChunkPos class that handles this all for you. new ChunkPos(BlockPos); You should also be using ReflectionHelper and storing a reference to the Field so that you don’t do a Field lookup every time.
  22. Define Every time they respawn? Every time they join the server? Only once the very first time they join the world? To do this you need to subscribe to the relevant event (which event depends on your answer to the first question), and use player.setPositionAndRotation() or a similar method in that event
  23. That sounds perfect. Then you just have to store a reference (BlockPos?) to the Master somewhere & when the blocks are right clicked return master.rightClicked. You will also want to return the capabilities of the master when your outside blocks are queried too.
  24. Start your own thread, don’t hijack someone else’s. Why would better foliage be the cause of your issue? In your new thread please post: - Your entire debug log (use GitHub Gist) as described in my signature (the text below all of my posts) - If your modding, any relevant code (as a GitHub Repository)
  25. Then you can restore your old code that worked?
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