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Everything posted by Cadiboo
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Have you considered adding an option to disable the speed cap?
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BlockBase is an anti-pattern, there is already a BlockBase class, it’s called Block. Don’t use IHasModel, all items need models. You can do all your item model registration automatically in 1 line. IHasModel forces you to write the exact same code over and over again. Package names should be singular Methods should start lowercase A CommonProxy doesn’t make sense. Proxies seperate code. If it’s common code it doesn’t belong in a proxy. Have you tried stepping through your code in a debugger? You seem to be overriding all the correct syncing methods. Where is your rendering code?
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[1.12.2] Forge Windows is Black and White
Cadiboo replied to PulseBeat_02's topic in Support & Bug Reports
Please post your entire debug log as described in my signature and the EAQ -
Please post your entire log using GitHub Gist or PasteBin as described in my signature and the EAQ
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Any suggestions for a modder getting back to moding?
Cadiboo replied to Chibill's topic in Modder Support
Also, use the event system, don’t use static initialisers, the CommonProxy thing, etc. Self-Promo-ish: If your looking for a tutorial, I think that my example mod will be perfect. You should at least read through the README. https://github.com/Cadiboo/Example-Mod -
You can’t use setMaxDamage, that applies universally to the item & has to be set at creation time. Have you looked at how vanilla does it?
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OreDictionary itself was meant to resolve this stuff. 1.13 introduces the Tag System in vanilla, which is pretty much a JSON version of OreDictionary with a couple extra features, so with Forge planning on releasing a stable 1.13 release around New Years, I think it’s better just to wait
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These small loaders give Modders and players the ability to preview and get a feel for the new versions, but their purpose is definitely not to replace Forge. At this point Forge is pretty much a proper API. Also, Rift has legal problems; and Fabric is recreating all of the MCP mappings to avoid some of those legal problems. Both loaders are encouraging Modders to use coremods (mostly Mixins) to add features, a thing Forge discourages. This isn’t necessarily a bad thing, with Modders (hopefully) gaining more knowledge about how java works and what their code does. However, obviously coremods have a bit of a tendency to blow up unexpectedly (especially those created by people new to coremodding), so a large amount of coremods being created for 1.13+ isn’t great. Also neither modloader provides an event based API (one of the best features of Forge IMO) though Rift has expressed interest in providing one. I know that my mods will definitely “return” to forge within very short period of its official 1.13 release
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Modding. I haven’t played minecraft properly in at least 2 years
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Apparently Forge provides a way to hook the collision box list. So I just need hooks for the collision bounding box and the normal bounding box
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Weapons? Like items? JSON models are a lot more optimised than java models, overridable by resource packs and are a lot easier to modify & work on than java models. You know that JSON models support any size of cube, and rotations? They can also be bigger than 1 block. Heres a gun I made in about 5 minutes with blockbench
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I do my best to keep all my models in JSON so resource packs can change them, so I use BlockBench. I think it might have an option to export to java models if you really can’t use JSON though
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Is there any mod out there that provides hooks into all the bounding box related methods of blocks like the bounding box, the selected bounding box and the collision bounding box list? I want to be able to return location-aware bounding boxes from a lot of different blocks (which ones depends on user config that can be changed in-world and can include both vanilla and modded blocks). Edit: I’ll use the Forge hook for the selected bounding boxes
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Consider this Mod 1 caches a Block Mod 2 overrides it Mod 1 tried to use the cached value -> crash Properly syncing/referencing the value would solve the problem. I don’t think that Mod 2 is at fault in this scenario
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I meant calculate the position where you want the particle to be, then calculate the motion needed to get that particle there
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I very specifically didn’t say anything about @ObjectHolder, you can do your object syncing yourself if you want. I was thinking preventing something along the lines of trying to use a an old object that’s been overriden
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I think you should calculate where you want your point to be, then apply motion to your point to get it to that position
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As I told you before
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I think that some variation of FontRenderer#renderText accepts a position, otherwise you can just translate to the position you want, render the text and then translate back
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You can do it however you want, as long as you - instantiate your objects in the registry events - reference your objects in a way that allows overrides
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Could you explain a bit more what your trying to do? You can define a list of models and weights in your blockstate.json file https://minecraft.gamepedia.com/Model