Everything posted by Cadiboo
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Help me! Task :recompileMc FAILED
Just shooting in the dark but try adding --refresh-dependencies
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Help me! Task :recompileMc FAILED
you need java (jdk) 8 Also please post your log in a spoiler - we don't like having to download stuff to view it
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[1.12.2] Controlling Entity Right click
Though there would be a way without events. Makes sense though - thanks!
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[1.12.2] Controlling Entity Right click
I've got an entity (a lot like a stationary boat) that allows the player to ride in it. I was wondering how I would have the entity do something when the controlling player right clicks? I've tried applyPlayerInteraction but this only fires when the player right clicks the entity (And it also fires when getting into the entity). I've also tried processInitialInteract but have the same problem. Github link: https://github.com/Cadiboo/WIPTechAlpha/blob/master/src/main/java/cadiboo/wiptech/entity/item/EntityRailgun.java
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Forge Modded Server 1.12 closes after being open for a couple seconds
I’m seeing a lot of “the world may have leaked” hope someone’s able to use this to help you
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No 1.12 and up forge universal file will download
Can you please post any relevant logs?
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slow loading.... ore gen efficiency needed
please post your code in a spoiler, or even better as a GitHub repository
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slow loading.... ore gen efficiency needed
I meant upping the percentage chance, sorry. This can be done by upping the chance variable, but you should do this by having a low chance variable (between 5-15 for all ores I recommend) and a low vein count & vein size (this also lessens the chance of cascading world-get from large veins going into neighbouring chunks). Thats personal preference though, I like to have rare, small deposits of high value ores. If you want something else, have a look at granite generation, iron generation & lapis generation. They're in the class net.minecraft.world.biome.BiomeDecorator [lines: 106 - 118] - decorate(World, Random, Biome, BlockPos)
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slow loading.... ore gen efficiency needed
Can I suggest upping the chance (a lot) and lowering the vein count and vein size?
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Help with rendering a GUI
If your just trying to render the armor ItemStack model then have a look at https://github.com/Cadiboo/WIPTech/blob/d5504c15d23c66b220064c93ce8fa27c3c457fd0/src/main/java/cadiboo/wiptech/client/gui/GuiAssemblyTable.java#L112-L178 and https://github.com/Cadiboo/WIPTechAlpha/blob/41c881e00fa7a309761aeeea944dc552fec3fa30/src/main/java/cadiboo/wiptech/client/ClientUtil.java#L634-L746 the variable for the players facing direction player.rotationYaw & player.rotationPitch. you may have to use some 3d math / trigonometry to get the actual position. You could probably disable the death animation, but it would require digging into the source code to find out where the death animation is actually done. If you do decide to try and do this have a look at RenderLivingBase [line: 285] - setBrightness(T, float, boolean) RenderLivingBase [line: 414] - applyRotations(T, float, float, float) RenderPlayer [line: 254] - applyRotations(AbstractClientPlayer, float, float, float)
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Immersive Engineering Crash 1.11.2
If you want help, post your logs. If Immersive Engineering is the problem then contact the author of Immersive Engineering
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No source folder? (different version)
Eclipse is finicky... it might be possible to fix (configuring the build path etc) but a fool proof way is no just set up a new installation of forge in a new folder (gradlew setupDecompWorkspace, gradlew eclipse - the lot) and then copy your src folder into it. This will fix the problem but will get rid of any preferences you had in eclipse (custom dictionary/ auto formatting settings for example)
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[Reopened again][1.12.2] How to change blockstate based on helditem
Try making a new block and seeing if null aabb still crashes
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Help with rendering a GUI
No not that part, the part that renders the player with all their Armor and held items
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[1.12] Recipe that accepts any level of damage on items
I believe set data to 32767 in the recipe.
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[Forge 1.12.2-14.23.4.2747] Bug with spawning entities that have the same class but different names & construction factories
Ok thanks! I’ll use that I assume because they were registered as separate entities with different factories Can you explain the use of specifying a factory in the EntityEntry?
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Help with rendering a GUI
look at how vanilla does it inside the inventory?
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[ 1.12.2 ] Where are the chest models??
I recommend BlockBench over mr crayfish’s Model creator
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Help with TileEntity/Container communication?
Use forges IItemHandler system with 2 slots input & output, when a stack goes into the input delete it and add it’s value to your tiles data. Write the code for output later
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Port a fix of freezing when exiting a LAN world?
Quick question, why would we do this instead of updating to 1.13?
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OptiFine with Forge
The rules say only ask for support for versions above 1.8.9. This is because of how old they are. Updates happen for a reason - to improve code. Are you using the optifine for forge or the standalone optifine?
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Help With SetContainerItem [ 1.12.2 ]
No. We will never write your code for you. What are you trying to achieve? Have you looked at Item#setContainerItem https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/mods-discussion/1403810-how-to-return-buckets-after-crafting
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Help with TileEntity/Container communication?
Move on to something else for a couple days, then come back to this. This should be very easy to achieve, and when you come back to it in a couple days with a new perspective, it shouldn’t take you very much time at all to do it! Good luck!
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OptiFine development
I believe that @Draco18s said that “a certain someone has finished the initial part of forge for 1.13, but hasn’t put it up on GitHub so that everyone can contribute yet”
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[Forge 1.12.2-14.23.4.2747] Bug with spawning entities that have the same class but different names & construction factories
Lex told me on my PR that this was intended behaviour & is by design of the MC Entity system which is specifically based on class. I’ll see if I can use IEASD, but I don’t understand how this isn’t the use case for factories. This seems to mean that you can’t use the same class for multiple similar entities (Without IEASDs or the DataManager). I’m using this method(constructor with enum variants) with Blocks and Items, am I not supposed to be doing it this way?
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