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Posts posted by Cadiboo
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9 hours ago, Rikka0_0 said:
Why they abandon the nice 1.12.2 config system and rewrite a broken and incompatible new one?
Because the old config system was not great and moving to the new one makes everything much cleaner as it uses a better API built on top of NightConfig.
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On 1/22/2020 at 1:47 AM, chirptheboy said:
I made modifications to that method since there were items that should have fired independently of which world it was in.
Um... You still only do stuff on the server.
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So this occurs in Forge with no mods and does not occur in Vanilla?
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Yep, PR: https://github.com/MinecraftForge/MinecraftForge/pull/6421
I’m currently working on the Forge docs for the config system, here’s my tutorial on them in the meantime.
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1 hour ago, Hoping1 said:
I'm confused. You mean don't register the spawn egg until the entity registry event?
No.
Item Registry Event:
- Create EntityType
- Create and register Spawn EggEntityType Registry Event:
- Register EntityType1 hour ago, Hoping1 said:No, I haven't. Where do I find the vanilla code?
In External/Referenced Libraries in your IDE. I assume spawning entities would be in ServerWorld.
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3 hours ago, Hoping1 said:
Fair enough, I'll change it. Do you know what's wrong with my natural spawn algorithm?
No, but I’m general static initialisers are bad and you shouldn’t use them. It’s unlikely that this is the cause of it, but you should fix it anyway (you’ll need to create your entity entry but not register it in your item registry event to register it’s spawn egg, then register it in the entity registry event). Have you tried looking at vanilla’s code to see how it gets a creature to spawn? Working back from that code should allow you see why yours isn’t working.
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Update to a modern version of Minecraft to receive support. Also read the forge docs about dependencies...
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Your repo is empty. Did you push your commits?
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Subscribe to the ItemBurnTimeEvent (or similarly named, it’s used in the furnace code). I believe you can also change time time in other ways - the furnace tile entity’s code is going to be where you should start looking.
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Some examples of code that do raytracing:
- debug overlay’s targeted block
- throwable entity’s update code (before it calls onImpact)
- Minecraft’s code that’s sets objectMouseOver
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7 hours ago, Hoping1 said:
That line can't possibly be the reason it's broken unless I'm very confused about java. I got it from a tutorial but it makes sense to me.
It’s not the reason it’s broken, it’s just useless code. This is your own internal method that you’re using - you never pass null into your method (and obviously shouldn’t) so the check is pointless. However, if you accidentally do pass null into this method (because an objectholder failed or you forgot to create a biome) you’re not going to want it to just fail silently - you’re going to want to know about it.
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6 hours ago, Hoping1 said:
if (biome != null) {
You really shouldn’t need this check.
Please show your full code or link a GitHub.
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You can use Minecraft#objectMouseOver. You can also look at the ray trading that the debug overlay does to show you your targeted block and block (at a surprisingly far range)
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MCPBot has been updated to 1.15.1.
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You should use eclipse’s gradle integration to set up your workspace. I have a tutorial on how to set up a 1.14.4 workspace with eclipse at https://cadiboo.github.io/tutorials/1.14.4/forge/1.1-importing-project/eclipse/
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I would do it by subscribing to the server tick event and iterating each players inventory (try to stagger this so you don’t do each inventory each tick) then removing any stacks who’s item is not allowed (via setStackInSlot(ItemStack.EMPTY)).
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It is possible but leads to crashes if something tries to reference those items (even if it’s just a json recipe). So you shouldn’t do it. The best way to do this would be to remove the item from all creative tabs and remove its recipe. That way ops can still get the item with /give but normal players can’t get it. If you want to go a step further you can create an event handler that scans players inventories for the item and removes it (and hopefully tells the player about it).
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Use a git client. GitHub desktop is good if you have limited experience in git/the command line
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I would look into the render overlay event and it’s phases
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I feel like I’ve answered this recently before. Check if Minecraft#currentScreen is an container screen and if so grab the container and do stuff with it.
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You update your workspace by changing your forge version & mappings then re-running the setup tasks.
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51 minutes ago, SciPunk said:
I'm trying to get it to work only when you press a certain key
You can use a key bind to set a field somewhere (1.14.4 example).
51 minutes ago, SciPunk said:any doc or guide I could use to render my custom elytra?
Rendering changed a lot in 1.15.1. Your best bet is to look the vanilla code.
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(solved) There is no option to install forge. Help
in Support & Bug Reports
Posted
The installer is a .jar file, You need Java installed to run it.
You can't delete posts but you can edit the top post to add "[SOLVED] " to the title.