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Cadiboo

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Everything posted by Cadiboo

  1. If you use my approach all you’ll need to do is update the data each time one of your blocks changes (you can store this as separate data in chunks) and add a blend function right before the GLStateManager translate call. You could also adapt the code to use a TESR (not a FastTESR, because you need GL access) if you wanted
  2. Use the installer. The “check the console message” is a pretty bad suggestion to check your entire computer’s log for an error.
  3. Options 1 & 2 are making new anonymous classes. Anonymous classes are custom classes
  4. Forge and Minecraft already provide all this as Tweakers/Coremods but we don’t support doing that on this forum because Here’s a topic where we go a little more in depth into coremodding
  5. The method sp614x and I were discussing was on how to make it also compatible with shaders.
  6. Bad idea I would do this with player starts typing -> send packet to server recieve packet on server -> set timeSinceLastTyping to 0 in a capability on the player send value of capability to all clients in range recieve value on client -> set value on clients capability increment counter each living tick on the client if counter < 200 in render living/player event get the capability from the entity and if the value is < 200 render the typing image above their head. This is maybe a little bit over engineered
  7. That PR is perfect, except for the fact that it also doesn't allow transparency + tinting (It might actually if you override canRenderInLayer in your block and return true for TRANSLUCENT and also add the tint to the raw model data if thats possible, but this would be pretty hard to do and would require doing stuff relatively low level)
  8. Please make your own thread.
  9. IIRC you can do this with a custom IRecipe implementation. I can't get you more info because the forum's search function isn't finding anything (even the topics that I know exist). I think that @diesieben07 has given advice on this before. Edit: found this
  10. Forge is written in Java. The bedrock edition of the game is written in C. The fundamental requirement of mod loading (dynamically loading other code i.e. mods) is not possible in C, it's only possible in Java.
  11. You set your factory (the function that makes instances of your entity) to null. Example: EntityType.Builder.create(EntityButterfly.class, EntityButterfly::new).tracker(200, 1, true).build("common_butterfly1").setRegistryName(MOD_ID, "common_butterfly1")
  12. From https://minecraft.gamepedia.com/Recipe: "Custom NBT data tags are not allowed for the recipe's output item."
  13. If you didn’t need it to be slightly transparent I would recommend using the approach from MBE04. Since you need this I recommend that you render your block in the RenderWorldLastEvent and cache the render data for performance. I have some example code that does this at https://gist.github.com/Cadiboo/753607e41ca4e2ca9e0ce3b928bab5ef and an implementation of something very similar at https://github.com/Cadiboo/NoCubes/blob/92faa9231738ed14483338ea0f854935156bc30a/src/main/java/io/github/cadiboo/nocubes/client/gui/toast/BlockStateToast.java
  14. Sorry we don't support 1.8 or any version under 1.10 on this forum anymore due to their age. We simply don't know how to help you anymore. You can go to the Minecraft Forum where I think that they still still support older versions, or update to a modern version of Minecraft (the latest version or the one before it) to receive support on this forum.
  15. Entity registration code (1.12.2, but nothing changed except that the event is now fired on the mod event bus) (you’ll need to scroll down a bit) https://gist.github.com/Cadiboo/b825d62fb46538e7b7b262c5612d62aa
  16. Post you entire log and a picture of your folder structure with the item model visible please
  17. "Injecting" into Java Code (i.e. coremodding) is not done through the JNI. If you want you need to answer the questions that you've been asked. Without those answers we can't help.
  18. // the mappings can be changed at any time, and must be in the following format. // snapshot_YYYYMMDD snapshot are built nightly. // stable_# stables are built at the discretion of the MCP team. // Use non-default mappings at your own risk. they may not always work. // simply re-run your setup task after changing the mappings to update your workspace. mappings = "snapshot_20171003" Yeah, you're using the default ones. Either set up your gradle to download and remap Mekanism or use the same mappings as the deobf version of Mekanism that you already have
  19. I've talked to the developer of OptiFine about doing just this and a coremod is likely not required or it will be a 1 line coremod. From our conversation: I was thinking of making an API and/or PRing a Forge hook for this since there are already mods that do this (not very well IMO) such as the Portal Gun Mod and the TARDIS mod. I'd be happy to work towards this with you.
  20. Many things are going very wrong & you have tons of mods installed. I would recommend doing a binary search to find what mod(s) are causing your issues. A binary search involves Splitting your mods in two and putting half in a folder that they won't get loaded from Running the game and seeing if the error still occurs If it does start from step 1 with this half of the mods, if it doesn't start from step 1 with the other half of the mods Repeat until you find the problematic mods
  21. It will say in your build.gradle file. Please find them in there or upload the whole file using GitHub Gist.
  22. Mixins aren't available for 1.13.2 yet. They're also planning on skipping 1.13.2 and going straight to 1.14. We do not support coremodding on these forums. If you don't already know how to make a coremod you shouldn't be making one. Coremodding without a very good understanding of how Java works at a fundamental level leaves your code fragile and prone to breaking unexpectedly, especially when other mods get involved, and when Minecraft crashes there will be no evidence that its YOUR code that caused the problem. Coremodding is java code that lets you modify java code (even itself, which can get ugly) while it's running. It's literally dangerous if not done correctly. In the vast majority of situations you ever find yourself in, coremodding is not needed. The order of things to try first goes: Own code (extending, implementing) Events (handle existing hooks) Reflection (access private values) Making a PR to Forge to insert new events (and then doing #2) Not doing anything at all (stop touching it) Starting a new project (I said stop) Coremodding (After learning about ASM and Java Bytecode and how everything all works) (Thanks to @Draco18s for the explanations, I copied them mostly word for word) Heres a thread where I had a similar problem and made a PR to Forge
  23. Forge isn’t out for 1.14 yet, you can download it for 1.13.2 or 1.12.2 at https://files.minecraftforge.net/
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