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Cadiboo

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Everything posted by Cadiboo

  1. If it’s not from CurseForge/minecraft forums it’s probably a scam
  2. You could also have a different block for each colour, the way shulker boxes do
  3. I’m pretty sure someone already ported it. You can use MCP to find the changed mappings on espernet or on discord. The Block+Mets system was changed to the BlockState system in 1.8. Also models & everything related to rendering changed
  4. It will remove all the current drops, which isn’t great for compatibility
  5. First/also try removing RadixCore and MCA
  6. Can you see where the event gets called from?
  7. Can you tell us what java versions you have installed? On Mac they are stored in /Library/Java/Java Virtual Machines/ and what is your JAVA_HOME variable set to?
  8. That would be great Have you tried looking at the other mod and seeing if they post it on the client & server? What’s the other mod? I assume you mean EventSubscribers?
  9. You can set the light map coordinates with the GLStateManager. Take a look at https://github.com/Cadiboo/WIPTechAlpha/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/client/ClientUtil.java#L760 lightmap coordinates are between 0-240, for both skylight and blocklight. You can convert a light value (from a block) that is between 0-15 to this scale with a left bit shift by 4 (<< 4). You can get the light nap coords of a block from it’s packed lightmap coords with bitshifting right by 16 (>>16) and anding (&) with 0xFFFF to get the upper 4 bytes for skylight and just anding (&) with 0xFFFF to get the lower 4 bytes for blocklight. https://github.com/Cadiboo/NoCubes/blob/4be574a68b39195c7ba5c3610ea0d12af65cc75c/src/main/java/io/github/cadiboo/nocubes/client/ClientUtil.java#L218
  10. You need to add your modid to the OBJLoder and then have your blockstates point to the obj model files
  11. What are you trying to achieve? I.e. what are you going to use these models for
  12. You should prefix your enum with your modid
  13. You can’t. You want registry overrides. What you could do is run your registration after all others and wrap all the instances in the registry with your own class that only changes that specific function and redirects all other calls to a delegate.
  14. You probably want a static event subscriber in a different class, then registration is handles the same way as @Mod
  15. You do, that’s what the @Mod annotation does
  16. You would do this by making multiple JSON models & rendering them together
  17. That example doesn’t have smooth lighting, if you have a baker model your can just pass it the the BlockRendererDispatcher or the BlockModelRenderer and have it take care of actually rendering the model
  18. Magic (I'm not joking, it uses a bit of ASM) No
  19. Please don’t use MCreator, it’s a good concept but it’s horribly written and the code it generates is horrible & breaks everything easily. Take a look at this
  20. Don’t, NEID won’t be compatible with 1.13 due to the flattening most likely, anyway this problem is completely solved in 1.13 with the id expansion
  21. I think you probably want onEntityWalk. I can’t see anything obviously wrong with your code (Your potion effect looks a bit odd, but I have no experience with potions), but you can’t change the signature of a method & still override it, that’s not how it works
  22. If you can reproduce the issue on a different machine, just using a resource pack, make an issue on the Forge GitHub
  23. You need to delete all mods you got from 9minecraft
  24. Your JVMs are stored in /Library/Java/Java Virtual Machines/ I think. You don’t have to delete your newest java, you can just set your JAVA_HOME to use java 8, but IMO deleting other Javas is the cleanest solution
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