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Rendering code not running (Render box problem?)
After 2 years I found a solution in the Beacon code. Here, If someone would still need it(Override it on a SpecialRenderer): public boolean isGlobalRenderer(TileEntityBeacon te) { return true; }
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[1.12.2] noClassDefFound with Optional.Interface
Sorry, I've updated my master branch. https://github.com/MrJake222/AUNIS/blob/98f04c1373c63c6f15bd69aa259c14c9d7eed478/src/main/java/mrjake/aunis/tileentity/StargateBaseTile.java
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[1.12.2] noClassDefFound with Optional.Interface
Hi, I'm trying to make my mod OpenComputers-compatible, but only as a soft-dependency. But the game keeps crashing when I try to place the block with this TileEntity: https://github.com/MrJake222/AUNIS/blob/master/src/main/java/mrjake/aunis/tileentity/StargateBaseTile.java What am I doing wrong here? EDIT: Crash: https://pastebin.com/qkcYTeri
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[1.12.2] handleUpdateTag never called
~ Wiki. I missed that, sorry.
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java.lang.NoClassDefFoundError: net/minecraft/client/renderer/block/model/IBakedModel [1.12.2]
You cannot reference client code from common code(i.e. loaded from both sides). You need to use proxies. Show your code.
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MrJake changed their profile photo
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[1.12.2] handleUpdateTag never called
Hi, I've overridden these two methods(according to TileEntity docs? @Override public NBTTagCompound getUpdateTag() { NBTTagCompound compound = new NBTTagCompound(); getStargateRendererState().toNBT(compound); getUpgradeRendererState().toNBT(compound); return compound; } @Override public void handleUpdateTag(NBTTagCompound compound) { getRendererState().fromNBT(compound); getUpgradeRendererState().fromNBT(compound); } The problem is, the first method is called and returns correct compound but the second is never ever called I'm trying to sync the data on world's load. Reloading the world, flying beyond render distance, nothing helps. Any help appreciated!
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[1.12.2] Render player's hand in firstperson
Hi, I want to achieve effect simillar to holding a map. I want to know how to enable player's hand rendering. I've only stumbled across old threads about it... Any help appreciated
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[1.12.2] Blockless fluid universal bucket missing texture
Hi, I'm trying to add blockless fluid to my mod. I don't want for it to be placeable in world. Since "canPlaceInWorld" is final, the only way to do it will be not registering a block for it. But then, the texture in machines and buckets go missing... Do I need a blockstate or what? Do I need to load the textures somehow? Please help. Log doesn't show any errors... https://gist.github.com/MrJake222/79f71576c151d4fe6ea7d508f0712390
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[1.12.2] NoSuchMethodError: Block.getTranslationKey()
So I did a little digging and updated the mappings to the last stable for 1.12 from http://export.mcpbot.bspk.rs and it works! My build.gradle now(fragment): Thanks for suggestions!
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[1.12.2] NoSuchMethodError: Block.getTranslationKey()
Here you are: https://gist.github.com/MrJake222/01ff760421b2d2d07831736508e6d9a7 Also attached full latest.log.
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[1.12.2] NoSuchMethodError: Block.getTranslationKey()
I guess these map obfuscated names to their human-readable form. Frankly, I haven't heard of them so, default?
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[1.12.2] NoSuchMethodError: Block.getTranslationKey()
Hi, I'm trying to get latest Mekanism API to work, but I cannot cope with this exception... https://github.com/mekanism/Mekanism/blob/1.12/src/main/java/mekanism/api/util/BlockInfo.java Older versions of this API use getUnlocalizedName() in this place. I found out that this is 1.13 thing(getTranslationKey) but I'm not sure how standalone Mekanism works then... Am I missing something or implementing APIs wrong? Same method, older API works perfectly...
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Why forge instantiates client-side packet handlers in dedicated server environment?
Yes, It kind of made sense to me, after thinking a bit longer. References also matter... I'm trying to find a reasonable solution. Why not use @SideOnly after all? I have an interface to synchronize my Tileentity states(and opening GUIs) setup like this: @Override @SideOnly(Side.CLIENT) public void setState(EnumStateType stateType, State state) { switch (stateType) { case GUI_STATE: openGui = new RingsGUI(pos, (RingsGuiState) state); Minecraft.getMinecraft().displayGuiScreen(openGui); break; default: break; } }
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Why forge instantiates client-side packet handlers in dedicated server environment?
Nice explanation, thanks. I'll probably stick to the simple channel.
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Why forge instantiates client-side packet handlers in dedicated server environment?
So, what's the diffrence between these two? Are there some docs regarding EventDrivenChannel?
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