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Cadiboo

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Everything posted by Cadiboo

  1. This is a lovely, comprehensive and well laid out post, regardless of code style. Personally I think you should just use the static event subscribing system as you can specify sides and not worry about registering the subscribers conditionally yourself (you can specify a Side in the annotation).
  2. Please post your logs as described in my signature and the EAQ
  3. I think you should post your code
  4. Pixelmon isn’t working, it could be a pixlemon<->spongeforge incompatibility
  5. Is the hole there in vanilla?
  6. It’s planned and being worked on
  7. I’ve heard that it only supports 8 OR 10, feel free to correct me though.
  8. If you know about you should really, really already know about overriding. Unless you meant methods, in which case overriding should probably be the next thing you learn.
  9. That bad huh? I'm actually being serious - I'm helping someone with their mod and I've never done anything with sounds before. Trying to port some 1.12.2 code from a previous version of the mod
  10. Please tell me everything I'm doing wrong here https://gist.github.com/Cadiboo/9170efb4e47e2bde0b7d1127c1444055 I assume I should be using registry events and ObjectHolder.
  11. You can answer those questions for yourself in 1 click. You’re trying to port some code (which you haven’t posted) and you’ve given us only a small snippet of your new code. We don’t know any of the context.
  12. You are drawing in POSITION_COLOR, why do you try and do anything with textures?
  13. That doesn’t look like 1.12.2 code...
  14. Instead of quoting everything that’s wrong, I’m just going to link https://gist.github.com/Cadiboo/fbea89dc95ebbdc58d118f5350b7ba93. Please read it. Descriptions of most of the methods can be found in their javadocs. If those are lacking, you can find out what the method does by finding the usages of it. Im not sure if it’s mentioned in the file I linked, but don’t use ITileEntityProvider, it’s legacy vanilla code and Forge has a better replacement. Simply override hasTileEntity(IBlockState) and createTileEntity(IBlockState) in your block class. To answer your question, all functionality outside of your block just sitting there is implemented through a TileEntity (usually a Tickable one)
  15. This should be done by looking at the source in your IDE. If you have the entity that sent the message, you can get the entities world and get the list of players from that. Right now it seems like you’re trying to make a mod without being willing to learn how to make a mod or even download the tools needed to make a proper mod. Most people don’t know the answer to your question off the top of their head, but they can (and do) find the answer in 3 clicks with a proper IDE. You also haven’t posted your code or the original code that you’re trying to port. Setting up the tools is as simple as - download IDE - download MDK - import MDK project into IDE - run task to generate run configs - refresh project This takes about 5 minutes of user interaction (Not including downloading the files or the decompiling/deobfing MC process)
  16. Your entity registration code. BTW all that code is unnecessary and can be replaced with RenderingRegistry.registerEntityRenderingHandler(EntityCustomEntity.class, EntityCustomEntityRenderer::new);
  17. Yep, it’s been fixed. The reason for this is that the mod constructor is WAY too early to instantiate your stuff
  18. Bedrock maybe? TileEntities maybe?
  19. world.isRemote is what I was talking about.
  20. Show your registration code, the distance at which a mob is shown is set there
  21. I agree with what diesieben said, I think you should install IntelliJ (Community Edition). The install is dead simple, just run the installer. And it’s easier to set up a Modding workspace with IntelliJ than with eclipse (IMO). For your original problem I think that you should - post your code - make sure your handler is running on the logical server only - find out the methods that exist for getting a list of players that aren’t exclusively in 1 distribution
  22. Does this have anything to do with Forge? This seems to be something on OptiFine’s side, or with the way that the obj models are baked (the image seems to be showing triangle lighting instead of quad lighting)
  23. That’s not what they meant, You can subscribe to the RenderLivingEvent and render your health bars there. There already a mod that does this https://minecraft.curseforge.com/projects/neat
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