
Everything posted by Cadiboo
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[1.12.2]How to send command when player join a game?
What are you trying to do with that code?
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Sword swing enchantment
Try the onProjectileImpact event maybe? You could also check the arrow code & possibly submit a PR to forge
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Sword swing enchantment
Thats the only reference to it I could find, I think its been changed in newer versions tho Edit: https://bugs.mojang.com/browse/MC-31338 yeah, it was changed ages ago
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Draw in world like name tags
To change from render coordinates (on screen coordinates) to world coordinates (BlockPoss) you have to do some translations. This article explains it nicely https://www.quora.com/What-does-it-mean-by-world-and-world-coordinate-in-computer-graphics
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Sword swing enchantment
IIRC all projectiles are entities except for eggs
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Draw in world like name tags
https://github.com/Cadiboo/WIPTech/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/client/ClientEventSubscriber.java#L259 https://github.com/Cadiboo/WIPTech/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/client/ClientEventSubscriber.java#L265 https://github.com/Cadiboo/WIPTech/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/client/ClientEventSubscriber.java#L294 I don't see you doing any translating at all
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Sword swing enchantment
I think you want the PlayerInteractEvent.LeftClickEmpty and AttackEntityEvent events
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[1.12.2] Adding properties from one block to a modified version
couldn't you iterate through the block registry in the registry event (after all other mods have run) and call Block#setUnbreakable on each entry?
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Draw in world like name tags
You might want to look at https://github.com/Cadiboo/WIPTech/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/client/ClientEventSubscriber.java#L228 and https://github.com/Cadiboo/WIPTech/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/client/ClientEventSubscriber.java#L358. Notice that I do some stuff to get the render position, which I then use for translations to be at the right position for my in-world rendering
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Help with porting BlockPhysics mod from 1.6.2 to 1.12.
Its a great concept, but it was appallingly implemented, has a horrible EULA and results in horrible & messed up code (that can easily break other mods & prevents forge from adding reloadable mods)
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Help with porting BlockPhysics mod from 1.6.2 to 1.12.
And trial & error, Minecraft isn't anywhere near open-source, so no documentation. You might want to take a look at https://github.com/Cadiboo/Example-Mod, It's even got some rendering stuff already in there
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basic item not loading correctly
You might want to take a look at https://github.com/Cadiboo/Example-Mod. As far as I can see, your doing pretty much everything "wrong" (against conventions, forge specifications etc.)
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Recommended method of storing Entities and TileEntities
Look at how structure blocks do it. IIRC those methods would be all that is required
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Blockstates Property for a Block
what if the compound doesn't have the "color" integer? Why aren't these @Overrides? Where are you actually calling the sync from? This is pretty much just another bunch of reasons to use seperate blocks
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How to make simple, smooth 2d animation? (detailed)
You should make your own thread. You need to do interpolation using the partialTicks parameter
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[1.12.2]How to send command when player join a game?
send your code and the error
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Help with porting BlockPhysics mod from 1.6.2 to 1.12.
Stop even if you do know how it works You should start from scratch & then bring some of the old code in once you have good understanding of modding. I've just ported a very rendering intensive mod from 1.7.10 -> 1.12.2 and I'm a little experienced in it (world rendering particularly) so pm me on discord if you have any questions @Cadiboo#8887
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Interaction between mods
compile files('libs/ this is done automatically for you, thats why the /libs/ folder exists
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Remove GuiTextField?
You might want to look at how forges config GUI handles it
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Draw in world like name tags
You’ve kinda solved your own problem in the title, understand what happens when minecraft draws name tags, then make your own implementation. I believe the code for it is in EntityRenderer#renderLabel
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Remove GuiTextField?
What do you want to achieve, from an end user perspective?
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Interaction between mods
Reflection. how exactly depends on the API and what you’re using it for
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[1.12.2]How to send command when player join a game?
What exactly are you trying to do? From an end-user persective
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Blockstates Property for a Block
Yes
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Blockstates Property for a Block
You would use the block pos you would get to get the tile entity at that pos, check if it’s yours & get the data from it. However, with the ID limit expansion in 1.13 I would just use seperate blocks (not seperate classes) for each colour the way shulker boxes do it (with an enum). Meta is great for facing, but you shouldnt be using a TE for something like this as you can avoid all the overhead of it by just using multiple blocks
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