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Cadiboo

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Everything posted by Cadiboo

  1. What if a modpack maker wants to use an alternative way to craft your stuff in their pack? This would allow them to balance their pack, make a more interesting experience for their players etc. All recipes are moving to json in 1.13, it’s how it’s supposed to be done.
  2. Sorry for the necro You should use a FastTESR to render your multiblock. Since your model is 3x3 you can use a JSON Block model, register it and it’s textures to the minecraft engine in the appropriate events, and render it in the FastTESR with the BlockRendererDispatcher or the BlockModelRenderer
  3. You need to use @ObjectHolder and instantiate your objects in the registry events
  4. What kind of event? A Forge event that other mods can receive in their event subscribers? Or a generic type of “event” i.e. something that happens.
  5. I think you should step through your code with the debugger, it does seem like the player might be null at that time. Also check if the event provides a way to get the player. Also: why are you using getCapability(DOWN)? If you want to get the capability and don’t care about the facing it is acceptable to pass null in. Null usually indicates you want full access to all parts of the capability, not just what would be provided from a facing.
  6. Hardcoded means that it is not customisable, json allows recipes to be dynamic, customisable and conditional Edit: I just saw that you said “hardcore”, however I read it as “hardcode” and I assume that’s what you meant
  7. You can edit your original post and add “[SOLVED] “ to the title. Here is an example of how I drop my items https://github.com/Cadiboo/WIPTechAlpha/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/capability/inventory/ModItemStackHandler.java#L23-L35 You still need to - Not use ITileEntityProvider: It is legacy vanilla code, simply override hasTileEntity and createTileEntity. - Not use IHasModel: It is a stupid way of registering things that makes you write the exact same lines of code for ever class, it is unneeded and a better result can be achieved with 1 single line of code. - Check for null before using the tile entity you get from world#getTileEntity - Check that the tile entity you get from world#getTileEntity actually is an instance of your tile entity before you cast it (when the block is replaced, a structure is loaded on top of it, commands like /fill, /clone or /setblock are used, or even if the server is just overloaded, it might not be an instance of your tile entity)
  8. Optifine is only compatible with specific forge versions. HD_U_E3 -> 2795 Youre trying to use HD_U_E1 which is very outdated
  9. Use ItemStackHandler instead of this Don’t do this Don’t do this You should check for null before casting. What does InventoryHelper#dropInventoryItems do?
  10. What’s your question - what kind of event. FluxNetworks does this with Redstone, I think they made a custom EntityItem for it (and replaced the normal entity in the onEntityJoinWorldEvent)
  11. You need to instantiate (create) your objects in the registry event, not just register them IHasModel is stupid and unnecessary. Additionally you need to have this code in your client-only event subscriber, as it is it will crash a dedicated server Recipes need to be in JSON Fix it, fast. You should read http://jabelarminecraft.blogspot.com/p/minecraft-forge-1721710-biome-quick-tips.html?m=1 and http://www.minecraftforge.net/forum/topic/61757-common-issues-and-recommendations/?tab=comments#comment-289567
  12. What happens when you - move eclipse to a new dummy workspace - close eclipse - run gradlew cleanCache - delete your master gradle cache in your home folder - delete the project folder completely - download the appropriate Forge MDK - do the setup in the new MDK (gradlew sDw & eclipse) - open eclipse and set its workspace to the new MDK’s workspace (dont select the /eclipse folder as the workspace, select the MDK folder as the workspace) I always got confused if I should launch the project in /eclipse or the root of the MDK
  13. To try and help avoid these problems and people making bad mods, I’ve made a Modding skeleton for people to download and get straight into modding with https://github.com/Cadiboo/Example-Mod
  14. Use JSON for recipes, don’t hardcode them. It’s not hard and allows your users (and modpack makers) to customise your mod
  15. Please post the full crash with GitHub gist, “crashing with an NPE” isn’t very helpful when we don’t know where it’s crashing at
  16. 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.
  17. It’s a library to deal with java bytecode. Using the library it’s very close to assembly language, raw java bytecode is very similar to machine code
  18. You need to make a packet to sync your capability data, I would give an example, but all my implementations are horrible, a quick forum search should yield some good results. The basics of it are - have a (logical sever side) packet that implements IMessage and IMessageHandler - register that packet for the logical server in your network manager - send the packet when you need to sync data An example of a network manager can be found here, and it is instantiated here
  19. The actual implementation depends on the mod you are being compatible with, for example in one of my mods I only register a special event subscriber if I am able to detect that BetterFoliage is installed. This topic provides a pretty comprehensive overview
  20. By cosmetic do you mean client-side only or a mod that adds stuff like hats. A Modding skeleton for Forge 1.12.2 can be found at https://github.com/Cadiboo/Example-Mod
  21. Make it public?
  22. How are you making your custom slabs, please post a GitHub repo
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