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Everything posted by DavidM
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Most of the methods you will use are documented with Javadoc (comments on the method), so you can get a good idea of how to use them by viewing the comments in the source.
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If you want to change the player model and makes it constant (no more changing of the model in-game), then you could use a data pack (or is it called texture pack?) to edit the player model. If you want the player to be able to change his/her player model in-game, then you have to use a mod. Unfortunately I do not know any mod that does that in 1.15.
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"Model not found" does not mean the arguments in the JSONs file is wrong, it means that the game cannot find the file. The two problems are not related. Check your path and file names.
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You should use 'when' instead if 'if'. Also words like 'north' and 'up' should be all lower case (unless you explicitly set the property name to upper case).
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The forge installer appears as .jar and not as a .exe file
DavidM replied to ShiinyAmy's topic in Support & Bug Reports
That is supposed to happen. Run the jar file. -
Busted ass workspace + plus missing some packages.
DavidM replied to idontspam's topic in Modder Support
How did you set up your workspace? -
I personally use photoshop or illustrator. Both of these can configure the paint brush to do pixel art.
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1. Don't create base classes. 2. Don't static initialize registry objects (your item in this case).
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Player can't teleport (Moved wrongly) [MC 1.15.2]
DavidM replied to OfCourseAGoodName's topic in Modder Support
Please post more of your code. Make sure you are teleporting the player on the server. -
They are .java, and they can be found as subclasses of EntityModel.
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[1.15.2] Can't use attackEntityFrom to fully kill player
DavidM replied to ketchup_god's topic in Modder Support
Your event bus subscriber is set to client (parameter of the annotation). It will only run on the client distribution. -
You register stuff under the same registry name as the entry you would like to override. As for the shulker block, you might also have to change the constant under the Blocks class. Your custom shulker block should return an instance of your tile entity in createTileEntity.
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The approach I would recommend is to replace the vanilla shulker tile entity with a custom one you wrote that accepts all items. There are other ways like ASM, but I don’t recommend it unless you are familiar with it.
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You do not have the same problem. Please make your own thread.
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Please post logs/code/stacktraces.
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“Not supported” means you can still use that version, but if you encountered a problem, the Forge forum will not offer support. Other servers (and anyone) can still use that version.
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Please read the log. FNAFAddon is the problem. Railcraft just happened to trigger the broken part of FNAFAddon, and removing it might solve the problem temporarily, but the crash will happen again as soon as another mod access the same thing. You can try removing your mod instead of Railcraft, and the crash would no longer persist. Railcraft is trying to access the block state from a stack (which is normal and will be done by many mods), however MCreator screwed up the block state on the block, effectively causing the crash due to not initializing properly. MCreator creates problematic code that 1) has terrible performance 2) cause random crashes due to bad initializations (I.e. static initializations with registry objects) 3) does not have proper sided code and therefore will crash on server 4) cluster up the mod jar with unnecessary code 5) bad coding style. It also claims to be the owner of whatever the user creates according to the license. If you want to make a mod, please learn Java and make a real mod.
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For future reference: Don’t put capitalized letters in your location.
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You can edit the velocity of the arrow.
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There are many things that can go wrong with listening to containers. I.E. If a mod implements a backpack or a pedestal holding a single ItemStack and the author decided to not use capability, then the system will be exploited. I've experimented with the food-decaying concept a bit in the past, and the approach I used is to store the world time when the food ItemStack is created in its NBT. Then, override onUpdate to check if currentWorldTime - storedWorldTime > decayTime. This way, even if the food is stored in a chest (or any other place that is not trackable by a listener), once the player takes it out, onUpdate will immediately be invoked and check whether the food should decay.
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Game Crashing with ExRollerCoaster Mod
DavidM replied to Fuyuno Sora's topic in Support & Bug Reports
Please read the EAQ and post the appropriate log. -
Please read the EAQ and post the appropriate log.