Everything posted by Cadiboo
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Rendering a line between Player and Projectile (1.10.2)
new EntityLassoWhip(mc.thePlayer.getEntityWorld(), mc.thePlayer); Are you intentionally making a new entity every render tick?
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These libraries failed to download.
You 100% sure that only that version of Java is available? Have you got good Wifi speeds & the your connection is not blocked in any way java.net.SocketTimeoutException: connect timed out
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Forge client crashing
try disabling any mods that use BrandonsCore
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Impossible to join my modded Server (1.12.2)
please post entire client & server logs
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[1.12.2] Using a Tile Entity to store the value of the Facing property
If your still trying to do this, look at the code from TileEntityFurnace & BlockFurnace. It does exactly what your trying to do
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[1.12.2[ Texture error
Also, the way I've set up my mod works perfectly for me, but it treats what should be a exclusively server-side code as (mostly) common code. If your planning on adding a lot methods that should only exist on the server you should set up your proxies that way
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[1.12.2[ Texture error
You might want to have a look at how other people have set up their mods, My mod: https://github.com/Cadiboo/WIPTech/tree/master/src/main/java/cadiboo/wiptech Choonster's Mod: https://github.com/Choonster-Minecraft-Mods/TestMod3 TinkersConstruct (their codes does the job well, but its a bit hard to read and understand sometimes) https://github.com/SlimeKnights/TinkersConstruct/ The Grey Ghost - Minecraft By Example (Oriented around teaching the basics) https://github.com/TheGreyGhost/MinecraftByExample Shadow Facts' Tutorials (VERY useful, if sometimes a bit outdated, disjointed and incomplete) https://shadowfacts.net/tutorials/
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Check for player right click
Look at how ItemBow does it, Heres how I do it in my flamethrower class, adapt it to your situation float velocity = 0.75F; EntityPlayer entityplayer = (EntityPlayer)entityLiving; if (!worldIn.isRemote) { EntityNapalm entitynapalm = new EntityNapalm(worldIn, player); entitynapalm.shoot(player, player.rotationPitch, player.rotationYaw, 0.0F, velocity, 1.0F); worldIn.spawnEntity(entitynapalm); } worldIn.playSound(null, entityplayer.posX, entityplayer.posY, entityplayer.posZ, SoundEvents.ITEM_FIRECHARGE_USE, SoundCategory.PLAYERS, 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + velocity * 0.5F);
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[1.12.2[ Texture error
Me too, I can see nothing wrong with any of your code.
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[SOLVED] [1.12.2] Entity (Projectile) Rendering - Dislocating Entity Problem
I've got a projectile entity that works perfectly, but if I fire it at a speed over about 1-2 once it hits a block it renders back about 3 blocks, after a while (a few seconds before the entity's lifespan runs out) the renderer renders properly - This isn't the fault of my renderer, it happens with forges default white box renderer too, but only at speeds higher than a normal arrow. Ive seen a topic from a long time ago about the same problem (they were rendering an Entity Spear) but they didn't get a solution to it, Im hoping that someone knows the solution to this problem. Tinkers construct seems to have solved this problem by making all their projectiles extend Arrow, but it seems like an inelegant solution and it would be great if there was a better one. EntityRailgunProjectile.java RenderEntityRailgunProjectile.java Screenshots: Renderer renders normally right before the entity is killed
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[1.12.2[ Texture error
ItemBase.java ItemSchematicSign.java ModItems.java Main.java ModRegistry.java ClientModRegistry.java Reference.java
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[1.12.2[ Texture error
change @EventBusSubscriber to @Mod.EventBusSubscriber
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1.8 Client Side Events
Try inserting some logging to find out what side it is being called on, what called it etc.
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[1.12.2[ Texture error
@Stenbergcsgo change @SubscribeEvent public static void onModelRegister(ModelRegistryEvent event) { for(Item item : ModItems.ITEMS) { if(item instanceof IHasModel) { ((IHasModel)item).registerModels(); } } } to @SubscribeEvent public static void registerModels(ModelRegistryEvent event) { for (Item item: ModItems.ITEMS) { ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory")); } }
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[1.12.2[ Texture error
I don't think that you need IHasModel at all Sorry for not coming back to your topic, I accidentally deleted about 80% of my mods code and had to focus on getting it back
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1.8 Client Side Events
For your anti-AFK, please not that FMLNetworkEvent.ClientConnectedToServerEvent says in its class: Fired at the client when a client connects to a server Its only fired ONCE, so your counter is only ever incremented once Will your mod be on the server that you are connecting to?
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[1.12.2[ Texture error
My Apologies, I thought they were creating a new Item and instead of using () were using [0], I didn't know that you could create an array this way with such a small amount code,
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[1.12.2[ Texture error
I believe that their error said that it was failing. Sorry for saying how badly it would fail, I've never seen anything like that before and from my experience it should fail catastrophically
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[1.12.2[ Texture error
Have you tried adding some logging to see what methods are getting called? I cant see anything wrong with your code, but I'm pretty tired and could easily have missed something
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[1.12.2[ Texture error
Can you post ClientProxy CommonProxy ModItems ItemPaste RegistryHandler Paste.json Forge Log
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[1.12.2[ Texture error
No, Registration has to be done on both client and server therefore it is in CommonProxy
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[1.12.2[ Texture error
WHY WHY WHY NO NO NO should have seen this earlier This fails so many ways 1) apparently cant event turn ModItems.ITEMS into an array maybe because it has to be used like this ModItems.ITEMS.toArray() with nothing inside the () 2) No idea what it would try to do with (new Item[0]), but it would fail absolutely horribly and fatally. Do you know java or any other Object Oriented language? if so you will know that toArray(new Item[0]) is completely non-sensical and guaranteed to crash everything event.getRegistry().registerAll(ModItems.ITEMS);
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[1.12.2[ Texture error
Please keep in mind that all of this is how I do it, It might not be the best way, but it looks clean and I can't find any problems with it. For me, my common proxy is a mix of RegistryHandler and Common Proxy, and my Client Proxy is pretty much only used for registering models and renders etc
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[1.12.2[ Texture error
@Mod.EventBusSubscriber public class COMMON_PROXY_OR_SIMILAR { @SubscribeEvent public static void registerItems(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll(Items.ITEMS); } }
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[1.12.2[ Texture error
Remove this from RegistryHandleer
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