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Everything posted by Cadiboo
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Post your logs and describe the error. You could take pictures of your computer’s screen?
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Using a BlockBase class is an anti pattern (What if you want to extend another class?). Composition over inheritance is an OOP technique that you should be using. If you don’t need the functionalities of a class, don’t use it. Thanks for using GitHub Gist! It makes it so easy to read your log and give you feedback. However, “Suppressed additional 115 model loading errors for domain bb”, your log is swamped by errors for blockstates that you haven’t started to try and fix yet. Your mod id needs to be longer than 2 characters, what if another mod has the same mod id? You have 64 characters for your modid, use them!
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[1.2.5] Setting up a mod in this really old version?
Cadiboo replied to Vert3x's topic in Modder Support
Sorry we don't support 1.2.5 (or any version below 1.9) 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. Your problem might be related to the fact that you need to use Java 8. -
This method is going to be invoked for every block render layer for every non-air block in every chunk (16x16x16), will the overhead created by reflection be noticable?
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you should use the RenderGameOverlayEvent.Text event
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It seems to me as though ATs don’t replace overriden methods? If this is right it makes sense, but also renders them slightly useless as they can’t target anonymous classes which Minecraft uses a lot. Unless there’s a way to target anonymous classes??
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[1.12.2] Random damage for sword every time it's crafted
Cadiboo replied to Jiro7's topic in Modder Support
You should probably be using a capability on the ItemStack and subscribe to an attack entity event, and add extra damage based on that capability -
Add splash texts to main menu (without overwriting existing?)
Cadiboo replied to Insane96MCP's topic in Modder Support
I think normal resource packs can do this, I’m not sure though -
[1.12.2] Random damage for sword every time it's crafted
Cadiboo replied to Jiro7's topic in Modder Support
Items are singletons (there is only 1 of the ever) if you want damage etc. you have to apply that stuff to the ItemStacks -
[1.12.2] give a player a scripted block w/script inside
Cadiboo replied to Maxwelllondon's topic in Noppes' Mods
Why are you using the scoreboard and commands when you could write the stuff properly? Also, what language are you writing in and how did you start writing in it. (i.e. How are you using what seems JavaScript) -
I'm thinking that if there isn't a good solution I can AT the empty and layersUsed fields to public and replicate the functionality.
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My AT is public net.minecraft.client.renderer.chunk.CompiledChunk func_178486_a(Lnet/minecraft/util/BlockRenderLayer;)V # setLayerUsed
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I've got an access transformer that is making a protected method public, but when compiling I get the error: "/build/tmp/recompileMc/sources/net/minecraft/client/renderer/chunk/CompiledChunk.java:17: error: setLayerUsed(BlockRenderLayer) in <anonymous net.minecraft.client.renderer.chunk.CompiledChunk$1> cannot override setLayerUsed(BlockRenderLayer) in CompiledChunk" Here is the code @SideOnly(Side.CLIENT) public class CompiledChunk { public static final CompiledChunk DUMMY = new CompiledChunk() { //LINE 17 - THIS DOESNT APPEAR TO BE BEING MADE PUBLIC protected void setLayerUsed(BlockRenderLayer layer) { throw new UnsupportedOperationException(); } public void setLayerStarted(BlockRenderLayer layer) { throw new UnsupportedOperationException(); } public boolean isVisible(EnumFacing facing, EnumFacing facing2) { return false; } }; private final boolean[] layersUsed = new boolean[BlockRenderLayer.values().length]; private final boolean[] layersStarted = new boolean[BlockRenderLayer.values().length]; private boolean empty = true; private final List<TileEntity> tileEntities = Lists.<TileEntity>newArrayList(); private SetVisibility setVisibility = new SetVisibility(); private BufferBuilder.State state; public boolean isEmpty() { return this.empty; } //AT THIS TO PUBLIC protected void setLayerUsed(BlockRenderLayer layer) { this.empty = false; this.layersUsed[layer.ordinal()] = true; } public boolean isLayerEmpty(BlockRenderLayer layer) { return !this.layersUsed[layer.ordinal()]; } Is there a solution to this?
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It depends on the block, i.e. what properties it has. Usually just using the vanilla block states instead of the forge block states is easier.
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Backlog for upcoming MC 1.13 Forge is existing?
Cadiboo replied to Avatair's topic in General Discussion
https://github.com/MinecraftForge/MinecraftForge/tree/1.13-pre and https://github.com/MinecraftForge/MinecraftForge/issues/5162 -
[1.12.2] Properly registering dimension biomes
Cadiboo replied to Dizzlepop12's topic in Modder Support
I believe you should be creating your biomes in the event too. -
{Solved} Right click action going through twice
Cadiboo replied to BigSpidey's topic in Modder Support
It’s also fired for both hands I believe -
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After converting the save, my 1.13.1 world crashes while loading.
Cadiboo replied to Bazzlin's topic in Support & Bug Reports
And no-one should. You could use MC Edit -
1.12.2 Codechickenlib keeps crashing
Cadiboo replied to Destroyer949045's topic in Support & Bug Reports
What do you mean you don’t have it. Please post your new logs in a spoiler (click the eye icon when posting) or with PasteBin or GitHub Gist -
1.12.2 Codechickenlib keeps crashing
Cadiboo replied to Destroyer949045's topic in Support & Bug Reports
Your thermal dynamics mod is for 1.12.1 not 1.12.2 you can try removing all your coremods (tech guns), making sure all your mods are up to date, or remove the offending mod and all mods that depend on it. You should also update your forge to the latest version. -
This is a good idea in general, however it probably won’t really help as models aren’t handled in your block’s code.
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You really don’t need forges blockstate, it’s meant for more complicated stuff. Use that blockstate and just substitute in your block & mod and your done
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What OS are you on? I know that native editors on OSX restrict editing in /Library/, and I assume other operating systems might do something similar. But reading and copying shouldn’t be restricted
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JSON is just a glorified text file. If your using Eclipse you can install a JSON plugin or you can install some other text editor. I suggest Sublime Text as it has amazing text highlighting and even some syntax highlighting. It’s very intuitive and built for programmers and I’ve never had a single issue with it.