-
Posts
292 -
Joined
-
Last visited
Everything posted by _Cruelar_
-
The Cooking Pot doesn't work at the moment, however the currently broken clawshot will be fixed in about a month (I'm currently doing my final exams). Besides that the release version on minecraft curseforge is working without major issues. The only issue currently listed on the page which might be a problem hasn't been reproduced by me so far, it might be related to changes in the latest forge build for 1.12, I use the recommended version for development.
-
[1.15.2] How to apply patches to vanilla classes using reflection
_Cruelar_ replied to lisilew's topic in Modder Support
Maybe try looking at shield_blocking.json or try applying the patches in your ClientProxy which should be Client-only, however note that any change to these should also be done in Client-only classes/methods -
[1.15.2] How to apply patches to vanilla classes using reflection
_Cruelar_ replied to lisilew's topic in Modder Support
Just add a propertyOverride to your Item and change the position that way -
[1.15.2 - latest] build failing to load forge dependency
_Cruelar_ replied to _Cruelar_'s topic in ForgeGradle
Thanks that solved it! -
After a recommendation to use 1.15.2-31.1.46 as it has newer mappings I've tried to update my project, which on syncing yields this: Also the dependencies didn't update. After some tries to fix this I tried with a clean project as extracted from the zip. Which yielded the same result. Am I missing something? (Sorry if this is the wrong place to post this, seems like a gradle error to me though. However I'm not very experienced with Gradle so I could be wrong)
-
go to C:/Users/*username*/AppData/Roaming/.minecraft/mods and put it in there (you might need to create the folder mods) To get there fast use %appdata% (all assuming you're using Windows)
-
[1.14] Gl Stack Overflow, Not sure what's happening
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
nope, tried that he isn't reading any of these. -
[1.14] Gl Stack Overflow, Not sure what's happening
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
That'S a bummer as the approach via json multipart doesn't seem to accept any translation whatsoever for the item model. So either one of us finds out how to do BakedModels or I'll use the TESR for now as it doesn't crash or hinder the game it's just flooding the console (Nice time finding errors with that) -
[1.14] Gl Stack Overflow, Not sure what's happening
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
Just as a note I might come back to this later when updating my mod linked in my signature with tileentities and containers as there is a similar block with finite amount of rotations (2) and rescales (2) but infinite amount of items, which means I'll probably need a fix for the TESR issue anyways -
[1.14] Gl Stack Overflow, Not sure what's happening
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
The correct way to do this is to override Block::getRenderLayer and return BlockRenderLayer.CUTOUT_MIPPED Yeah found that already, as I said I'm still mostly thinking in how it would working 1.12, I know bad practice and all. Thanks for your help! -
Which IntelliJ version are you using as I had some issues with Gradle and IntelliJ today as well with 1.12 Forge though? Also before modderators hop in and tell me don't hijack other people's posts, I was able to fix my issue by using an older version of IntelliJ again (sweet old 2017.3 I used before updating, 2017.3 doesn't work well with 1.14 though. Just something to note)
-
[1.14] Gl Stack Overflow, Not sure what's happening
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
Worst case I'll make a new model file just to align this. -
[1.14] Gl Stack Overflow, Not sure what's happening
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
Now this has two problems: The Item is rendered in the center of the block, however I'd need it to be 0.3 higher The Item is rendered without transparency (I guess overwrite Block::isOpaqueCube or 1.14 equivalent, sorry still mostly thinking in 1.12 methods) Would you know how to solve the first one? -
[1.14] Gl Stack Overflow, Not sure what's happening
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
I think I understand I'll report back if there are any problems -
Probably making your own version of it and overriding the vanilla one with it (use same registry name)
-
[1.14] Gl Stack Overflow, Not sure what's happening
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
I never used json to add an item to an block model but if you could tell me how I'd try it as I have the additional models for the blockstates anyway (currently all set to the same model). Also biggest difference I saw to the campfire was TransformType.Fixed which didn't change anything. -
I'm currently trying to get a Item rendered on a block through TESR using code from 1.12. However now in 1.14 GL seems to be more strict/limited about what it's capable to do as the code now leads to MC spamming me with this in the console: [14:46:59] [Client thread/INFO] [minecraft/GlDebugTextUtils]: OpenGL debug message, id=1283, source=API, type=ERROR, severity=HIGH, message=Error has been generated. GL error GL_STACK_OVERFLOW in (null): (ID: 173538523) Generic error So I know this means that OpenGl uses all its assigned stack up, however as I'm not experienced with OpenGL (shame on me) I don't know what I have to change. Also as a side note this be possible with TESRFast as that could improve performance (Not much of an issue just trying to be server-friendly) My code : public class EmblemPedestalRenderer extends TileEntityRenderer<EmblemPedestalTileEntity> { public void render(EmblemPedestalTileEntity tileEntityIn, double x, double y, double z, float partialTicks, int destroyStage) { GlStateManager.pushLightingAttributes(); GlStateManager.pushTextureAttributes(); GlStateManager.pushMatrix(); // Translate to the location of the tile entity GlStateManager.translated(x, y, z); GlStateManager.disableRescaleNormal(); // Render our item renderItem(tileEntityIn); GlStateManager.popMatrix(); GlStateManager.popAttributes(); } @SuppressWarnings("deprecation") private void renderItem(EmblemPedestalTileEntity te) { ItemStack itemstack = EmblemPedestalBlock.getStack(te.getBlockState(),te.getEmblemType()); if (!itemstack.isEmpty()) { GlStateManager.pushMatrix(); GlStateManager.disableLighting(); // Translate to the center of the block and .8 points higher GlStateManager.translated(.5, .8, .5); GlStateManager.scalef(.9f, .9f, .9f); if (te.getBlockState().get(EmblemPedestalBlock.FACING) == Direction.WEST) { GlStateManager.rotatef(MathHelper.wrapDegrees(90), 0, 1, 0); } if (te.getBlockState().get(EmblemPedestalBlock.FACING) == Direction.NORTH) { GlStateManager.rotatef(MathHelper.wrapDegrees(180), 0, 1, 0); } if (te.getBlockState().get(EmblemPedestalBlock.FACING) == Direction.EAST) { GlStateManager.rotatef(MathHelper.wrapDegrees(270), 0, 1, 0); } GlStateManager.rotatef(MathHelper.wrapDegrees(90), 1, 0, 0); Minecraft.getInstance().getItemRenderer().renderItem(itemstack, ItemCameraTransforms.TransformType.NONE); GlStateManager.popMatrix(); } } } Notes: The TileEntity doesn't actually save the stored item as the block only accepts one item it's handled as boolean blockstate, tell me if this is bad style Additionally EmblemPedestalBlock.getStack(BlockState,EmblemPedestalBlock.Type (Is an enum)) returns ItemStack.EMPTY if no item is stored EmblemPedestalTileEntity::getEmblemType() returns which item should be accepted represented as an enum (EmblemPedestalBlock.Type) Thanks in advance!
-
[1.14] Received empty payload on channel fml:handshake
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
Originally it prevented me from joining my testserver but since moving some Common code which checked the capabilities, that I'd left in the ClientTick event although better suited in another eventhandler it stopped that might just have been some logical side breaking then, I just hoped to prevent problems with multiplayer by fixing this here as I'm not sure if it is able to break my mod on servers as this mod is designed to run on a server -
[1.14] Received empty payload on channel fml:handshake
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
What exactly should I run through that as this didn't solve it private void doSetup(final FMLCommonSetupEvent event) { CapabilityManager.INSTANCE.register(IFroidCapability.class, new FroidCapabilityStorage(), FroidCapabilityGetter::new); CapabilityManager.INSTANCE.register(IHolyCapability.class, new HolyCapabilityStorage(), HolyCapabilityGetter::new); proxy.doSetup(event); DeferredWorkQueue.runLater(()-> { Personaltoolmod_Core.network = NetworkRegistry.newSimpleChannel( new ResourceLocation(Personaltoolmod_Core.MODID, "com.cruelar.personaltoolmod"), () -> PROTOCOL_VERSION, PROTOCOL_VERSION::equals, PROTOCOL_VERSION::equals ); ModPackets.registerPackets(); }); } Thanks for the effort, and sorry if I'm just stupid with this. -
I know this has been asked many times but why does this keep happening. In the linked post diesieben07 says that this error atleast for NGYF is related to when he registers his packets, which should be done in the FMLCommonSetupEvent, which I do, I checked with the debugger. As I have no clue what is causing this I'll just list when I sent Packets and an example Packet but if you know specific concepts which might cause this feel free to ask for it. code: What happens before the Client complains about this when joining singleplayer worlds What happens before the Server complains about this when joining singleplayer worlds What happens before the Client complains about this when joining a multiplayer server What happens before the Server complains about this when joining a multiplayer server
-
[Solved] Forge failing to load mods.toml (Setup wasn't correct)
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
Works now thanks. Have a wonderful day everyone! -
[Solved] Forge failing to load mods.toml (Setup wasn't correct)
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
I don't know or can find where it is which might already be the issue so I guess I should try to resetup my workspace -
[Solved] Forge failing to load mods.toml (Setup wasn't correct)
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
The file is in build/resources/main/META-INF which is what confuses me. It's working to build the mod but not to load it. Just a random guess as I saw that right now, does he have a problem with . , _ and similar in the build path?