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Everything posted by Cadiboo
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Well done
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What do you mean? You’ve been working on this problem for 2 days? Work on something else for a while (new items or blocks or entities or tile entities or something?). Or keep working on this. If you do continue attacking this problem, look at onItemCrafted() (or whatever it’s called) look at a custom IRecipe thing look at getSubItems()
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[Solved][1.12.2]How to get a model for a shield
Cadiboo replied to _Cruelar_'s topic in Modder Support
BlockBench is also a good modeling tool, though it doesn’t often get the texture paths right due to it thinking every texture is a vanilla one. It also has a display tab that lets you edit the model transforms. I rate it about 8/10 give a try! you can also do a lot with custom model loaders, having half your stuff in json and the other half in code -
I don’t think so, I’ve never done anything with stuff like this. I think someone said you should add the enchantment when your item gets crafted - something like onCraftItem in your items class (If this works it shouldn’t be too hard). Or do what AnimeFan said and make an IRecipe Handler (once again, I haven’t done anything like this before, and I think that only a few people have). If you want your item to have both the unenchanted item and the enchanted item visible in creative tabs I believe you will have to override the getSubItems method in your items class. I tried to stuff similar to this do this once when I first started modding and failed miserably, however I know that many people successfully display multiple sub items in creative tabs & vanilla has its own examples. You could leave the enchanted item until later when your more experienced in modding? Doing stuff with IRecipes is pretty advanced and can be quite complicated. I hope some of this helped!
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@H_SerhatY Here’s a recommendation
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@H_SerhatY here’s a solution
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Cadiboo#8887
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My Discord’s in my signature, but I’m not at my computer rn, feel free to contact me though
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Save and reload the world, I’m interested what’s going to happen
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It compiling doesn't mean it will work in game or when saving/sending packets or when loading from a save/recieving packets.
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Sorry, I keep posting basically the same thing as you, slightly later.
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Storage space & bandwidth for one, NBT is a massive storage hole compared with how small/optimised (not really) Minecraft's other data storage formats are. Honestly any attempts to optimise anything in Minecraft is pretty much a lost cause, but using shorts instead of integers does cut the size of all the data in half. They couldn't use bytes because they already have durabilities greater than 256. (Bytes are have 256 possible values and are stored in 1 byte, Shorts have 65536 possible values are stored in 2 bytes, Integers have 4294967296 possible values and are stored in 4 bytes)
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sorry? Mojang decided that they wanted shorts for their damage values. not all integers are shorts. if your looking for the highest possible value for an integer it is Integer.MAX_VALUE
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He was saying that the actual max value is smaller because the data is not an integer, its a short. Integer (signed) is between -(2^31) and (2^31)-1 Short (signed) is between -(2^15) and (2^15)-1 http://www.tocker.ca/2014/05/30/how-important-is-it-to-use-2-byte-and-3-byte-integers.html
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I quoted a little too much
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[1.12.2]How can I cover world location to screen pos to render?
Cadiboo replied to End_KG's topic in Modder Support
GLStateManager.translate(x, y, z)? You probably will have to subtract two positions to get the render position. -
Great! This new Random().nextInt(MAXDURA-MINDURA)+MINDURA+1; should be in your ItemStack init or whatever constructers. not as a constant - do you want a constant value for "randomness" I recommend following Minecraft's example and putting it in a class called Util(s)
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this code has me screaming for at least 7 reasons 1) naming conventions 2) someone said not to extend block wall 3) I assume resistance doesn't change? and that your not creating multiple instances of the block? then hardcode it 4) same as resistance but for hardness 5) why is unlocalised name before registry name, 6) not that it matters, they should be in a different class (your base mod block class) 7) why are you calling getMetadata? why are you overriding getMetadata? 9) assuming getMetadata actually did something useful, why aren't you doing anything with the returned value? 10) wheres your @Override annotation? its important
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did you read the article and/or anything you were told? As a general rule, if your item doesn't have subtypes its metadata is 0. Not 1 and definitely not null (Are integers even allowed to be null?)
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On these forums, it seems that you can only have 1 conversation before your inbox becomes full. This is pretty annoying when you have a small question that doesn't need a full topic (like this one) or a question addressed to a specific person (also like this one kinda)? Is this so that all questions are asked in public threads to preserve them for future reference? If not, can this limit be increased?
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I’m not at my computer or I would look myself, by effect do you mean the texture, the distortion or both?
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setMetadata(<value>) sets the data
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Do you know what metadata is? I assume that google translate is mangling it so. Metadata = https://minecraft.gamepedia.com/Java_Edition_data_values