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New(ish) to modding, just decided to get back into it. All I've done so far is set up some of the mod information (mainly just the mod id and stuff) but whenever I try to launch it, it crashes with this error: pastebin I've also tried just running the default examplemod that extracts with the mdk and i get the same error.
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I know how to check if a mod is loaded, Loader.isModLoaded(), but if I want to run code with classes from the mod, I can't if the mod isn't there. Here's what I have right now that checks if the mod is loaded: and here's where I use it: But it wont work because the "IRpgPlayer" and "RpgPlayerProvider" classes don't exist when the mod isn't loaded, so it causes a compiler error ("Unresolved Compilation Problems"), so technically the try-catch doesnt do anything because the problem is before it figures that out. I know that this is possible because so many other mods have cross-mod compatibility.
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I forgot the static part, added it. Now, whenever I try to join a world I get a really unhelpful crash report
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basically what the title says. I have it set that it should spawn in every blacksmith chest but it doesn't. EventHandler ^ assets/saom/loot_tables/village_blacksmith.json ^
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[1.12] LivingDeathEvent not firing
TheGoldenProof replied to TheGoldenProof's topic in Modder Support
Thanks for the help I got it fixed but I forgot to post it. I forgot the @Mod.EventBusSubscriber tag on the class -
I'm trying to do something whenever I kill the Wither boss using LivingDeathEvents and as far as I can tell, the wither boss is an EntityLivingBase, but the event never fires. @SubscribeEvent public static void onLivingDeath(LivingDeathEvent event) { if (event.getEntity() instanceof EntityWither || event.getEntityLiving() instanceof EntityWither) { SAOM.info("IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII"); //Testing if its firing when I kill it, prints to the console } } Also, I'm not sure the difference between event.getEntity() and event.getEntityLiving(). Is one the thing that killed it and one the thing that was killed, or are they both the same thing?
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[1.12] Mod drop loot, am I doing this right?
TheGoldenProof replied to TheGoldenProof's topic in Modder Support
I have 0 understanding of json so I'm trying to avoid it as much as possible. Is there any way I could do it without? -
I'm trying to make wither bosses drop this item (ModItems.ELUCIDATOR) and its not working. What am I doing wrong? @SubscribeEvent public void loadLootTables(LootTableLoadEvent event) { if (event.getName().toString().equals("minecraft:entities/wither")) { LootFunction[] funcs = {}; LootCondition[] conds = {}; LootEntry[] loots = { new LootEntryItem(ModItems.ELUCIDATOR, 99999, 7, funcs, conds, "elucidator") //just using 99999 as a test weight to make sure its actually working and I'm not really unlucky }; LootPool pool = new LootPool(loots, conds, new RandomValueRange(1, 1), new RandomValueRange(0), "saomodpool"); event.getTable().addPool(pool); } }
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Sometimes I just have to type out my questions in order for my brain to figure everything out and make the connections. I think I have it figured out now, but this is what I was going to ask: So now I have in my GigasCedarBranch class: is this right? my serialize and deserialize are in the spoiler here I'm realizing this isn't going to work. this is my capability storage class's readNBT and writeNBT and I'm pretty sure that I didn't finish whatever I was doing and I'm not sure where I got this from.
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The capability provider is an instance of ICapabilitySerializable So does this mean I'll have to do networking? I feel like what you're trying to say here is an easier method than using packets but I don't understand what you're saying. All the items are from my mod except the obsidian, and when you say sent and recieved how do you send and recieve?
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I want to add 1 to the value in a capability on an item of mine, but it isn't working. I have a MarbleBlock and when you throw a piece of Obsidian and a GigasCedarBranch on it and right-click the block with an empty hand, It adds one to the counter in the capability. every twenty progress points (20 clicks or progress % 20 == 0) I want it to destroy the obsidian, and if its 60 (and above, just to be safe), I want to destroy the GigasCedarBranch and give me a different item (ModItems.BLACK_ONE) On second thought, this may be a server/client syncing issue, because it will eat the obsidian but the progress on the tooltip on the branch doesn't update and the item will never turn into the other. I have no idea how to do anything with client and server stuff, so if it is the problem, I'm going to need a lot of help.
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I'm kindof new to this but I think every block is also an item and so you have to have an item json in the right places
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I blindly stumbled my way through making a capability and I have no idea if it did it right. I'm putting a couple questions into one post. How do I make my capability save a different value for each itemstack. The code I have right now seems like it would make every Item (of its type) the same thing. (I think, doesn't minecraft only have one instance of every item but its used in different itemstacks?) How would I add a tooltip that will change (specifically when I craft it with a specific Item)? Current capability code: Here's a little background
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So my type is byte, but in my callable class: public class CapabilityFactory implements Callable<Byte>{ @Override public Byte call() throws Exception { return new Byte(); } } is says "The Constructor Byte() is undefined" because there's no empty constructor, only of (byte var1) and (String var1), so how would I make it return an instance of Byte?