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Legenes

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Everything posted by Legenes

  1. UPDATE: Fixed, using this post: https://www.minecraftforum.net/forums/support/java-edition-support/2910424-resolved-openal-failed-to-initialize-minecraft Sorry for making an useless post.?
  2. Hi! Whenever I try to start up the client, and try my mod, the sound system just isn't loading. It's normal or not, and how can I fix it? Thanks for helping! EDIT: I did not include any custom sound.
  3. Hi! I made this for my ore dictionary, but it isn't working: The error I get: Thanks for helping!
  4. Ok, thank you, it was my fault. But how can I show the help in the IDE? (I use Intellij Idea) EDIT: Oh, I found it, thanks anyway :D.
  5. If you have enough time, then you can make an animation like the glitter, with a texture and it's mcmeta, but it needs to have the shape of your item(the item must be an original flat one, can't be custom)", and then you make the item to use the minecraft:item/generated model, where you set the layer0 texture to your item's texture, and you set the layer1 texture to the shaped colored glitter effect (Or in the opposite order).
  6. Hi all! I overrided a method, which didn't has the player (so I can't get the item in the mainhand), so I made this ugly line to get it: worldIn.getClosestPlayer(pos.getX(), pos.getY(), pos.getZ(), 10, false).getHeldItemMainhand().equals(Items.SHEARS) ,but there's something wrong with it, that I can't figure out. Somebody can have a look at it? (It's in a if statement, and without it works, but not how I want it to.) Thanks!
  7. Yeah, that's what I want at certain points. Thanks @Draco18s
  8. I don't know what you mean about what I have, because in that case, I have nothing. I want to know the method that can replace blocks in a circular or any kind of selection. My dimension is mostly made from netherrack, that's what I want to replace at some of the biomes. I have a normal, and a test biome in my dimension, and I want to use my test biome to replace the netherrack in it, because now it's only netherrack. The main point is that I know (not exactly) how to set some of the blocks, but if there's a faster way to do it, instead of going block by block, then you can send it? Only if it's a method, you know, I don't want to steal someone else's code. But, if it helps, then there's my ChunkGenerator:
  9. Hi all! I made a custom dimension with biomes, and I want to replace the blocks at the different biomes. Is there a way to do it, or I need to modify the generation itself? Thanks for helping!
  10. I think I found another solution to do this.
  11. Yeah, that's the problem... because I didn't understood at all the tutorials about reflection, they were all different and I made no change, this is the same as the code in the main post.
  12. I don't know how reflections work, could you give me an example please? I searched on google but I just can't manage to do it.
  13. Hi all! I want to change the nether's biome provider, but the way that worked in 1.9.4 isn't good. Here's what I found: @Mod.EventHandler public void onWorldLoad(WorldEvent.Load event) { World world = event.getWorld(); if(world.provider instanceof WorldProviderHell) { world./*(How to set?)*/ = new BiomeProviderSingle(Biomes.FROZEN_OCEAN); } }
  14. So then how my IProxy will know when it needs to use the Server's, or when it needs to use the Client's method, if they both have it?
  15. I created the interface with both proxies implementing it, but can I make a method to be only implemented in one of them? Maybe making an abstract method somehow? Edit: It's wrong if my proxies are abstract? Because it works great that way
  16. Huh... this is a good question, because, the only things I know that it's object oriented and the syntax of it. I was using Pascal, Delphi, Php, Html, and C++, (The 2 last not for long), and I think I know enough to make a crappy, starting mod. (I know that functions and methods are similar, and I know that how the extending works)
  17. Could you try the blockstate I sent, of course with your textures?. (You don't need to have a "_def" texture, it can be the true/false one)
  18. You need to have the normal and inventory variant, even if you don't use them... And I don't think that the model's textures works that way... because you should set the texture in the blockstate. Yeah, the "cube_all" uses a "layer0" named texture, in vanilla, and a normal "all" texture in forge, so here's the correct one: { "forge_marker": 1, "defaults": { "textures": { "all": "whatever:blocks/yourblock_def" } }, "variants": { "visible=true": { "model": "cube_all", "textures": { "all": "whatever:blocks/yourblock_true" } }, "visible=false": { "model": "cube_all", "textures": { "all": "whatever:blocks/yourblock_false" } } } }
  19. But he can do it like that way with BlockState? (Sorry for that, I always mix them up)
  20. So... I made a Server Proxy, that has only the (idk what to call them) "functions", that are needed for the server, and a Client Proxy which has the "functions" needed for the client, and I have a proxy in the main class, that allows me to access both of them. Is this correct, because it runs ?
  21. It should be an anvil that's always an undamaged one, and he does his own damaging in metadata, of course this anvil needs to be another one, extended from the original. My idea is what if you replace the damaged anvil with an undamaged one when the player opens the gui, but with keeping the metadata itself, so if you make it like that, you can make the anvil a custom "durability", and change it whenever you want, like increasing the metadata's value by one per use, and when it's idk, 48, then you break the block. (Sorry for this crappy sentence, I'm Hungarian)
  22. So... what can I do to get rid of the common proxy, I write everything that's in the common proxy at the place where it's used, so I can use only the Client Proxy, and I make a separate Server Proxy? (Sorry for this crappy sentence, but I'm Hungarian) If yes, what should I write into the server one?
  23. Thanks, I got it worked! My common proxy: package com.betternether.mod.proxy; import net.minecraft.item.Item; public class CommonProxy { public void registerItemRenderer(Item item, int meta, String id) { } } My client proxy: package com.betternether.mod.proxy; import com.betternether.mod.BetterNether; import net.minecraft.client.renderer.block.model.ModelResourceLocation; import net.minecraft.item.Item; import net.minecraftforge.client.model.ModelLoader; public class ClientProxy extends CommonProxy { @Override public void registerItemRenderer(Item item, int meta, String id) { ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(BetterNether.modId + ":" + id, "inventory")); } } I know that diesieben07 said something else with the Code Style Issue 1, but it works great, even on servers, so I use it. Thanks for all, again!
  24. So I need to extend my ClientProxy from CommonProxy?
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