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profjb58

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About profjb58

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    Tree Puncher
  1. Fully working now. Thanks for the tip on drawing the lines twice. Works like a treat. https://imgur.com/gHuEhDx
  2. Mcjtys tutorials do seem to be the best for tutorials but the Jabelar stuff I posted i think of more like extended unofficial (if a bit outdated) documentation. It explains some of the concepts of forge and MC in general in greater detail than the official forge documentation, but not everything. It's also really well split up. If you wanted to find the closest thing to an api manual or documentation with examples this is probably the closest you can get outside official forge documentation. There are sections which are very outdated on there though so take that with a grain of salt. To
  3. Apologies. I think I got registry events confused with the FML lifecycle events. Not entirely sure how. I've had multiple attempts at modding since 1.7.10 so in comparison the registry events and deffered registry are a massive improvement. I think deffered registry is a fairly recent thing as well. There is a thing on Jabelars site about FML lifecycle events & events in general as well although he uses a proxy which I don't think is needed really and it's a bit outdated. Some info on changes in 1.10.2 for the modeventbussubscriber so it's not too bad though. http://jabelarminecra
  4. Bit late to the thread here but I’m about a month into making a mod, thought I’d share how I’m learning stuff. Basically it seems to be a combination of... Reading the docs for reference, watching tutorials on the more complicated topics, I’d honestly say registry events and the order in which they are fired confused me the most. Older tutorials can still be useful especially when understanding how minecraft works, e.g. the sided approach. Although make sure that tutorial isn’t ancient. this is quite outdated now but is still very useful: http://jabelarminecraft.blogspot.com.
  5. Added a post. Realized it wasn't relevant, can't delete it now :P.
  6. I had a quick go last night thinking that might be the best approach. I'm almost certain it's the only approach that would be scaleable now. The idea of drawing 2 lines from either marker so either one is unlikely to stop rendering upon unloading a chunk is a brilliant idea, thank you. Since I have previous and next positions that is entirely possible for every marker as well. The only problems i'm having now is the ability to update the rendering based upon the information of the connected tile entities (markers) updating. E.g. one being removed or added. I have the correct methods ove
  7. I also have all the positions I need for the next and previous tiles (markers) within the NBT storage of each marker so i'm wondering if using the TER approach would be better since I don't need the position of the player.
  8. So i've managed to get it working (partially). I've attached an image of it. Essentially it kinda works. It renders properly but say if another render event happens during when I place the markers down, this line gets broken. It also produces a random pattern when logging back in and out. This is acctually kinda cool and i'm guessing is because the render world last event is essentially pretty much random. static void drawTileToTile(TileEntity tileStart, TileEntity tileEnd, ClientPlayerEntity player, MatrixStack matrixStack){ IRenderTypeBuffer.Impl buffer = Minecraft.getIn
  9. I'm wondering how I can render fixed lines between tile entities in a simular way to buildcraft markers or immersive engineering wires. The actual rendering and render types i've figured out and I have it rendering from a single tile to a player mostly using mcjtys tutorial https://wiki.mcjty.eu/modding/index.php?title=Tut15_Ep15 for tile entity rendering. the issue is that I essentially have a kind of linked list of a bunch of points that are all linked together using real world positions but to draw this on the clientside relative to the player seems incredibly difficult since the
  10. EDIT: I realized essentially I could just do player.hasPermissionLevel(4) on my tile entity block break to check an operator can still remove the tile which is tied to a specific players UUID meaning I didn't have to write any of this essentially. *Sighs*. Either way i'll leave the code I would have used below just incase anyone else would benefit from it. Thank you all the same though. I can use the following apporach (below) if i ever have to check for a different type of command. Thank you. Thats a much better way of checking for the command. For reference the code i've used is...
  11. I need to check for the command /op or 'op' from the console so that I can identify when the list of operators contained within the PlayerList for the dedicated server changes. I do have a system that works right now, it involves checking the 'MinecraftServer' from a command event and from this event getting an opped player list. It works however on simply checking the string equivalent of the command. Although it works I figured there must be a better way of implementing this, e.g. with an instanceof check. @Mod.EventBusSubscriber(modid = Metropolis.MOD_ID, value = Dist.DEDICATED_SERVER
  12. So your modding tutorial might be the only one that makes sense without over complicating things, explains everything well and uses the new registry system for 1.12. In short, thanks. It's been a big help in understanding the basics. p.s. a bunch of the changes suggested by @diesieben07 also really helped.
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