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Everything posted by Drachenbauer
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Cannot start a test-launch after updating workspace to 1.14.3
Drachenbauer replied to Drachenbauer's topic in Modder Support
I use eclipse and I followed every step in the video until the modidication of mods.toml. Than he updated stuff in the java classes. But I don´t have all of this, because I don´t need all stuff from his previous tutorials. So I only updated, what I have, too. If i try to run it as server, it starts with: "2019-07-14 11:51:38,276 main WARN Disabling terminal, you're running in an unsupported environment." and than runs alot of text through the console and terminates without starting a game-window. There are no error-messages in the text. I don´t know, how to put the whoole console-text here. It says, that´s too long. I also tryed to run it, using my RunClient.bat. That runs text through a black dos-like window, but also doesn´t open a MineCraft-game-window. now i can run it with my RunClient.bat.. but there is no matching way to run it directly out of eclipse... -
Hello I watched this video: https://www.youtube.com/watch?v=QdPNRv-yT3E&list=PLiDUvCGH5WEUcxyUKxHpQpDuinaiNp3it&index=12 And updated my modding workspace to version 1.14.3 just like he says, how to do it. But now i get no option to run it a client... Can you tell me, what went wrong, and how to fix it? My actual repository: https://github.com/Drachenbauer/AngryBirdsMod
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Now i made the Update to 1.14.3 like Harry Talks shows in his newest tutorial video. But i have no options to run it as client now...
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How do i make a block with a model, that it two blocks high?
Drachenbauer replied to Drachenbauer's topic in Modder Support
But this does not tell me how to make an invisible seccond block, that appears on the onBlockPlacedBy method ontop of the block with the model. I exactly mean the way how to make a block, that adds voxelshapes, but no visible model. -
How do i make a block with a model, that it two blocks high?
Drachenbauer replied to Drachenbauer's topic in Modder Support
how do i make a block-class only add voxelshapes, but not a model? The upper block only should compleete the voxelshapes for my model, but not place an own model it shoultd be just invisible. -
Are there vaules to change the dye-colors (for banner)
Drachenbauer replied to Drachenbauer's topic in Texture Packs
@ #UncleDrew4LIFE Banners are already in the game. @ all I installed optifine and can start an optifine-version of Minecraft 1.13.2 from my official launcher. What must i do now to get my "color.properties" to work? It´s still in the folder "mcpatcher" in my resource-pack. Must i put it into another location? -
That is in the long errors list i posted a few posts before. What exactly does that mean in my case? i made a class to list my own entity-types the same way, like the minecraft-build-in-ones are listed in the class EntityType and it seams like the error has to do with that..
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May be the error has to do with the new class, that holds theese build-constructs (similar to the ones in EntityType) for my birds. But what exactly did i wrong in this class?
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Are there vaules to change the dye-colors (for banner)
Drachenbauer replied to Drachenbauer's topic in Texture Packs
now i added optifine to my Minecraft, but i still se no color changes. -
Are there vaules to change the dye-colors (for banner)
Drachenbauer replied to Drachenbauer's topic in Texture Packs
it asks me, wich minecraft version i want to modify, but there is no i.13.2 in the list... -
Are there vaules to change the dye-colors (for banner)
Drachenbauer replied to Drachenbauer's topic in Texture Packs
do i need it? the guy in the video, i told about in start-post, didn´t talk about that. it asks me, wich minecraft version i want to modify, but there is no i.13.2 in the list... -
Are there vaules to change the dye-colors (for banner)
Drachenbauer replied to Drachenbauer's topic in Texture Packs
I found this: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/color.properties But if i fill something of it into my "color.properties" - file, change the vaules and pack and install the resource-pack, nothing happens in the game, the colors stay the same... What do i have to change to make it work for 1.13.2 -
Hello In a video i saw, that i can add a folder "mcpatcher" with a file "color.properties" to my resource-pack to change some colors like text-colors and some others, wich are no texture-files. are there some code-lines for this file, for changing the appearence of the 16 dye-colors? Because i will change the appearence of theese colors on banners and shields. For sample i want the bright yellow with the vaules R: 255 G: 255 B: 0 for the dandelion yellow dye. is there any way to manage this?
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and i get theese errors: They appear each time, if i try to spawn my birds (spawm-egg or summen-command) The list includes multiple of them, because i tried it ultiple times during that run.
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but now nothing appears in the world, if i try to use theese spawn-eggs or the summon-command...
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If i try to register one of theese entitys without using the method gives the same error in the same place... It looks like, if an entity has no build-construct in EntityType, it´s not compatible with the method "EntityType.Builder.create" So how do i register an entity, that has no build-construct in EntityType? Now i managed to write a class with such build-constructs for my own entitys. so i was able to shape the constructors of my entity-classes similar to the one of the chicken class
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This is my method: public static <T extends Entity>EntityType<T> registerEntityAndEgg(IForgeRegistry<Item> itemRegistry, Class<T> entityClass, Function<? super World, T> factory, int eggPrimaryColor, int eggSecondaryColor, int trackingRange, int updateFrequency, boolean sendVelocityUpdates, String name) { @SuppressWarnings("unchecked") EntityType<T> type = (EntityType<T>) EntityType.Builder.create(entityClass, factory).tracker(trackingRange, updateFrequency, sendVelocityUpdates).build(Reference.MOD_ID + '.' + name).setRegistryName(name); itemRegistry.register(new ItemSpawnEgg(type, eggPrimaryColor, eggSecondaryColor, new Item.Properties().group(ItemGroup.MATERIALS)).setRegistryName(name + "_spawn_egg")); return type; } How should a method look like, that handles entity-classes with no connection to "EntityType" the errors appear in the calls of the method and say this:
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i thaught, maybe i can wite a class, that extends from "EntityType" and i fill it with such lines for my entities and use is in the Main-class in all spots, where actually "EntityType" is used.
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But it has theese constants for all vanilla-entities, but not for mine
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it´s a complicated type of syntax error, please look into my mod on githob and check my method. I don´t know, how to declare a variable from typ class in the head-line of the method. but this must be there, that i can put in my actual entity classes in the call of the method. It looks like my entities need thier own EntityType constants likt the chicken has "CHICKEN" Otherwhise they will not interact with the class "EntityType", that is used in the headlines of the registerEntities event method and the registerEntityAndEgg method .
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i want them just run around in my world and that one laying eggs, that´s all. I add no green pigs to my world, so they should not fight or something like that. And in my Main-class i have an registerEntityAndEgg method to make my code look more clean. But that makes errors now... What must i change there
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in 1.12.2 extend from chicken worked oh and one of theese birds should be able to lay eggs (Mathilda, the white one, because she has this abilita in the Abgry Birds games too). how can i do this, if i cannot extend from chicken any mor?
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and what exactly do i have to change? it seams like i need such EntityType constants (that all capitals stuff) for my own entities too to set as their entitytype. but how?
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I already have a TileEntity-Class, but i need a constant to place in the braces behind it´s name in this method: @Override public TileEntity createTileEntity(World world, IBlockState state) { return new TileEntityBlockColors(); } It shows me an error, if theese braces are empty. The vanilla tile-entitys each have a constant for them selves in "TileEntityType". How to i create such constant for my own tile-entity?
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how do i save animations of an entity-model in blockbench
Drachenbauer replied to Drachenbauer's topic in Modder Support
the model it self is already a java-class in my mod. I´m just looking for a way to add theese animations to it to replace the "use item"- animations and the ones for the shield (move it to the front, and back to the side).