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Everything posted by Cadiboo
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The best thing to do in this case is to report the issue to the author and wait for them to fix it.
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Here’s an example (in 1.12.2) https://github.com/Cadiboo/Example-Mod/blob/5fe80fde8a41cd571593c02897b06b5822e9a738/src/main/java/io/github/cadiboo/examplemod/client/render/tileentity/RenderExampleTileEntity.java
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Vanilla has some good GUI examples
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You can, but vanilla uses boxed values because it was written before autoboxing was a thing.
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The best way to do this is to post your code as a working GitHub repository
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Just auto generate them? It’s really not hard.
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Making a new thread with the exact same issue isn’t going to help. This is a forum, not a chat room. Problems on this forum are answered by volunteers in their spare time, posting another topic won’t magically give us spare time. I answered this on your other thread.
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3 letters is still a bit too short to be unique. I also have no idea what “exa” means - you should be able to look at the modid and get a rough understanding of what the mod does & the modid and mod name should be really similar. Do you know what @ObjectHolder is? Do you know what static initialisers are? Do you know why static initialisers are bad for Modding? Well, here’s a paragraph explaining all of them. Bad and improper registration code is the leading cause of bad and/or broken mods. These bad/broken mods can also break other mods that are doing everything right *and* improper registration stops Forge from being able to implement useful new features. These features that could be implemented by Forge include dynamically reloading the registries (adding/removing items while the game is running) and even adding/removing entire mods without restarting the game. Forge has wanted to enable these features for more than 4 years now, but mods that do their registration in the wrong way has been stopping this from happening. For Forge to be able to do this (and for registry replacements to work properly) Mods need to instantiate and register their objects in the correct registry event. They also need to use references to their objects that can change as mods are loaded & unloaded (and registry replacements are activated/deactivated). Mods can do this by using the @ObjectHolder annotation (which automatically fills fields with the appropriate values after each registry event fires) or manually by setting their fields after all other registration has been done (by subscribing to the registry event and running after everything else). Mods that create and/or register their objects with static initialisers stop Forge from being able to do cool stuff AND they can break unexpectedly and uncontrollably if/when their registration classes are loaded before the expected time (you have no control over when your classes are loaded). Static initialisers are initialising objects inside a “static {}” block or doing “static Object object = new Object();” in a class.
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Problem with NEI (Not Enough Items). You might want to install JEI (Just Enough Items) instead.
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Problem with BetterFoliage. It doesn’t recompute stack frames after its transforms. You can fix this by removing BetterFoliage or installing my mod that fixes this issue among other things (https://cadiboo.github.io/projects/renderchunk-rebuildchunk-hooks).
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@ObjectHolder instead pls
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You don’t need to use the ore dict for this, you can just specify the data as 32,767 (the vanilla wildcard value)
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You need to run gradlew genEclipseRuns right after gradlew eclipse
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Yes. Quite a lot changed. What steps did you follow?
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I would assume anything to do with light (and updating it) at all
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[1.12.2] Custom armor rotates different than player with small arms
Cadiboo replied to Meldexun's topic in Modder Support
Armor models are client side only so it will never pass an EntityPlayerMP. It may pass you an EntityOtherPlayerMP though. -
You could google “better than wolves” http://www.sargunster.com/btw/index.php?title=Main_Page From that page I found https://m.youtube.com/watch?v=euSOjF3zqMI I also googled “better than wolves forge” and found https://www.reddit.com/r/feedthebeast/comments/2w1l8j/whatever_happened_to_better_than_wolves/ I also found http://sargunster.com/btwforum/viewtopic.php?f=3&t=1792
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[1.12.2] Custom armor rotates different than player with small arms
Cadiboo replied to Meldexun's topic in Modder Support
This usually means that you are using Minecraft#player when you shouldn’t be. Post your new code (all of it) -
[1.12.2] Custom armor rotates different than player with small arms
Cadiboo replied to Meldexun's topic in Modder Support
Make a new thread, having two people with different problems (even if the symptoms are the same) on the same thread never works out so as a general rule make your own thread. -
[1.12.2] TESR crash when looking at my block
Cadiboo replied to BeardlessBrady's topic in Modder Support
IIRC it can also be null at random times. I remember that I had issues with this about a year ago and fixed it by using this code (https://github.com/Cadiboo/WIPTech/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/client/ClientEventSubscriber.java#L315). Looking back at this code it looks like spaghetti, and I’m not sure what it’s doing is correct, but I hope that it helps -
[1.12.2] TESR crash when looking at my block
Cadiboo replied to BeardlessBrady's topic in Modder Support
It’s possible for the ray itself to be null but this “should never happen”. (Punch the air part of a non-solid Block like a ladder or fence and look at your log, it happens) -
Do you mean that you want spell equivalents of the normal tools?
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That’s still a very old version