
Everything posted by Cadiboo
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getBlock returns wrong type
Which Block class did you import? Which class called “Block” (from one of the external libraries) did you import into the class that you are writing? If it’s not “net.minecraft.block” that’s your problem.
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getBlock returns wrong type
just do if(block==Blocks.SAND)
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getBlock returns wrong type
Which Block did you import?
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How to reduce lag on dragon flight
Have you tried, you know, profiling your code?
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3D bug
No logs, no model, no code, how do you expect us to help you? Make sure you have the correct parent or transforms in your model.
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The state engine was in incorrect state
Sorry we don't support 1.7.10 (it's 4+ years old!) 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.
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[1.12.2] Textures not loading on block, no errors shown in log
Blocks models aren’t registered in code. Their models are loaded from the BlockState json. Your log contains no errors, please post your code as a working GitHub repository. Also Proxies cannot be “common”. Proxies seperate code that will crash on the wrong side. If it’s common code, it doesn’t belong in a proxy.
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How do i make a block with a model, that it two blocks high?
That’s how I would do it
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How do i make a block with a model, that it two blocks high?
That’s up to how you decide to implement it
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How do i make a block with a model, that it two blocks high?
The details of the implement are simple. Override all methods that are called when a block is destroyed OR a block near a block is destroyed and handle removing both blocks (be careful not to go into an infinite loop). In your item block place method, place down your second block.
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[1.13.2] how to create item
If you feel like writing code that - is 3 times longer than the neccesary amount - stops Forge from being able to dynamically reload mods at runtime - can cause unexplainable crashes - breaks well made mods that do everything right - is 5 years out of date - is not neccesary anymore among many other things, feel free. But don’t expect not to get critisised for it, especially on these forums. And don’t go and create a tutorial (a tutorial is supposed to teach the best way of doing things) with your bad code, as it will create more mods and modders with the same problems and limitations. Forge 1.13 has been out for more than half a year, and parts of it have been out for almost 2 years. This rewrite has been going on for a long time, there are people who are defiantly familiar with it and know how it works.
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how can i launch my mod? and minecraft javadocs not found
Steps to set up an eclipse workspace - gradlew eclipse - import gradle project - gradlew genEclipseRuns (might not be neccesary) - reimport project (might not be neccesary) I don’t use eclipse, so sorry about the lack of concrete advice but that’s the general idea
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How to fix intelji idea not updating code during debug
The top option in the first screenshot I posted
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How do i make a block with a model, that it two blocks high?
You just need 2 blocks in the world, how you implement it is completely up to you
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How to fix intelji idea not updating code during debug
Top Menu > Build > Rebuild Project Project Explorer > File you want to recompile > Recompile (My key bind is command + shift + fn + f9)
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[1.13.2] World Ore Generation
1.13.2 is pretty new. You might be able to ask @Krevik, but vanilla code is currently (and usually) the best resource.
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What's your workflow like?
Personally, I'm much more motivated for my solo projects. I usually have some sort of road map (examples) for what I intend to do with my mod. I generally try to follow the road map so I usually just end up doing something on my top 10 most important things that catches my fancy at the moment. As bugs pop up, new features pop up too. I've worked on teams, but prefer working on my own mods as they usually interest & challenge me more, and as I've written the code, I know where stuff is and have a good overview of how the mod works.
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forge 1.12.2 server
https://www.wikihow.com/Create-a-Batch-File-in-Windows-7 https://www.wikihow.com/Run-a-Batch-File-from-the-Command-Line-on-Windows Make sure to run the Forge server
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[1.12.2] Help with custom entity rendering?
Unless you're trying to render a white cube, it means that your renderer isn't getting registered properly. Please post your code as a working GitHub repository.
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Getting Potion Texture from ItemStack
Look at - ItemRenderer#getItemModelWithOverrides - ForgeHooksClient#handleCameraTransforms - RenderItem#renderItem - IBakedModel#getQuads - BakedQuad#getSprite
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[1.12.2] Help with custom entity rendering?
Please read https://gist.github.com/Cadiboo/fbea89dc95ebbdc58d118f5350b7ba93. Get rid of all of this // This is called from ClientProxy public static void render() { RenderItem renderItem = Minecraft.getMinecraft().getRenderItem(); RenderManager renderManager = Minecraft.getMinecraft().getRenderManager(); RenderingRegistry.registerEntityRenderingHandler(EntityFirebomb.class, new IRenderFactory<EntityFirebomb>() { @Override public Render<? super EntityFirebomb> createRenderFor(RenderManager manager) { return new RenderSnowball<EntityFirebomb>(renderManager, claybomb, renderItem); } }); } and replace it with something that isn't broken. You're passed a RenderManager in from createRenderFor why do you use the other one. Why does the other one even exist? Heres an example of how to register a renderer https://github.com/Cadiboo/WIPTech/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/client/ClientEventSubscriber.java#L137
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[1.13.2] Adding assets crashes the game
.DS_Store is a file that contains directory metadata IIRC. There should never be a folder called .DS_Store.
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Mods not showing up in 1.13 forge versions
Post your logs as described in my signature and the EAQ
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[1.12.2] Best way to store a single integer in an item?
Don't deal with the NBT manually though, use a capability.
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[1.12.2] How to draw a rectangle on the user's screen?
The easiest way is to draw part of a texture
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