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Cadiboo

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Everything posted by Cadiboo

  1. I suggested entity throwable because it has a good collision method that you can override, I didn’t know that you were making a magic missile (it’s been a long time since I played terraria) type entity. For the collision you need to do appropriate stuff in the onImpact method. How are you implementing the magic missile functionality?
  2. In your launcher under launch options. Google it to find instructions in Portuguese
  3. You can take a look at this implementation which renders an item, or this implementation which renders a textured cuboid
  4. All of that and this among other things You should use the overload that takes a namespace and path. You also haven’t provided any logs, so we can’t tell you exactly what is causing your issue (I assume it’s a FileNotFound error though)
  5. Don’t Stringly type your code. How do you know the fall distance isn’t reset to 0? Have you tried stepping through your code with the debugger and seeing what happens?
  6. Cadiboo

    Coremod?

    Use your IDE to look at all the classes that extend Event
  7. You can find a lot of examples of TESRs in vanilla code. https://mcforge.readthedocs.io/en/latest/tileentities/tesr/#fasttesr
  8. Cadiboo

    Coremod?

    https://mcforge.readthedocs.io/en/latest/events/intro/
  9. Cadiboo

    Coremod?

    In your event subscriber add a @SubscribeEvent to the RenderPlayer.Pre event, cancel it and do your rendering
  10. With JSON in /assets/modid/recipes (there’s already an example in my repo)
  11. For vanilla. 2g+ is recommended for modded
  12. Sorry we don't support 1.7.10 on this forum anymore due to its age (4+ years old). 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.
  13. Cadiboo

    Coremod?

    Draco18s has a very good point. Why do you need to edit the EntityRenderer class? Are you sure you can’t use forge’s event system?
  14. Im not sure when it was added. It allows mods to override other mods items and puts in place base functionality to allow forge (in the future) to dynamically load and unload mods ingame. You can see examples of it here https://github.com/Cadiboo/Example-Mod/blob/master/src/main/java/cadiboo/examplemod/init/ModBlocks.java (References) and here https://github.com/Cadiboo/Example-Mod/blob/6a1ba1042d63b80fb6e6676a0d04018e0bc1f3ae/src/main/java/cadiboo/examplemod/EventSubscriber.java#L28-L43 (initialisation and registry)
  15. Cadiboo

    Coremod?

    Not if done very well, but that requires even more extensive knowledge, time and effort. It depends what exactly you are trying to achieve and if other mods modify the same class/method. This is the more accepted (and much, much, MUCH easier) way of doing it. Coremods require learning an entirely new language (Java Bytecode) and learning how to use the ASM library, which is almost as hard as learning another new language. Java Bytecode is a low-level language and doesn’t have any of the structures your used to from other languages (as bytes it resembles Machine Code and as instructions it resembles Assembly) Coremods also break completely with the slightest change to the original code you’re modifying (if another variable is added anywhere in the method for example)
  16. Where do you attach it to the player? There are no methods that do it in your EventSubscriber
  17. There is already a BlockBase class, it’s called Block. You should extract this functionality to utility methods so that you can extend other Minecraft blocks (a lot Minecraft code uses instanceof checks to specially handle stuff - you will be saving yourself a lot of headache down the track) I’ve got an example of this here that you might want to look at. You should at least read the README of the repository as it explains some vital stuff
  18. This may not be related, but I’ve noticed your not calling super in a lot of methods, your not implementing has/getCapability and your manually implementing the saving functionality of ItemStackHander (it has a public method to write its contents to NBT). You should also be using @ObjectHolder for your items and blocks (what if another mod overrides one of your items? currently your references will still point to an item that doesn’t exist anymore and will crash the game if used)
  19. What’s your resistance to uploading your code? We’re not going to steal it...
  20. I was thinking that for compatibility a system like dependency loading system would be great, though it would have a lot of overhead. My mod has an event subscriber that I don’t really care when it’s called, as long as it’s called right before BetterFolliage (High), so I’m using a priority of Highest. Currently there is no way for another mod to run their subscriber before mine. Its more of a theoretical issue than an actual one
  21. Make sure your graphics drivers are up to date
  22. Why are you trying to do this? I believe that the deobfuscated jars are in your gradle cache. You can try and use MCP to get the SRG named jar, but we don’t support that or encourage that here. If you just need to find the names of methods/fields/parameters (for AccessTransformers etc.) you can use MCPBot (espernet) or ForgeBot (discord) All mapping to SRG names in a non dev environment is done at runtime by Forge, and I’m pretty sure that in 1.13+ they won’t be doing runtime debfuscation anymore (it hasn’t really been needed for a while)
  23. You should probably do a little bit more digging first. Do you have any other networking related stuff going on on your network/computer? Are you port forwarding your sever? Most importantly, does it work on another machine or account?
  24. In future please post your log in a spoiler or using a service like GitHub Gist or PasteBin. This is a bit of a guess, but make sure your OpenGL drivers are up to date and OpenGL is not corrupt. I’m saying this because it seems to me that OpenGL rendering is the cause of your error (something is going very wrong when trying to draw the progress bar)
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