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Everything posted by DavidM
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It works when I try it. How are you calling EntityPlayer#addExperienceLevel? And also how does your method do the reduction?
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[1.12.2] Using JavaFX to make JFrames in Mod Not Working?
DavidM replied to PulseBeat_02's topic in Modder Support
You have to include them via gradlew. Most IDEs have a package manager that can be used to install libraries like JavaFX, and you probably installed JavaFX with Eclipse’ package manager; however, Minecraft will not recognize such libraries added by IDE package managers. -
Try passing in a negative value to EntityPlayer#addExperienceLevel or EntityPlayer#addExperience.
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EntityPlayer#onUpdate sets EntityPlayer#noClip to EntityPlayer#isSpectator right after PlayerTickEvent is fired, so setting EntityPlayer#noClip to true in an event subscriber of PlayerTickEvent does not work. It does work in an event subscriber of LivingUpdateEvent though.
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I am creating a creative building utilities mod. One feature I would like to add is to make the player able to clip through blocks like in spectator mode while building. How would I achieve this?
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[1.14.4] I don't understand how to Override existing classes.
DavidM replied to max2461's topic in Modder Support
Your class is never used. You cannot override a concept from Minecraft with a new class and expect the game to use it. Your block has to override it; Block inherits IForgeBlock, and therefore its method of checking the enchanting power of that position. In your block you want to make into a bookshelf, override IForgeBlock#getEnchantPowerBonus and return the value you desire. -
1. Do you know Java? 2. Use for loop to iterate through the array. 3. EntityPlayerSP is for client only. Getting player with Minecraft.getMinecraft().player will crash on a dedicated server. 4. Instead of creating another variable for seconds, you could just check whether ticks is larger than 3000.
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Items are singleton; you cannot just create a new instance of it. You should create a new ItemStack and save your BlockPos in the NBTTag.
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Please do not make duplicate threads. MCreator tho -.-
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That is not a valid event subscriber. An event subscriber can have only one parameter: the event. Check out https://mcforge.readthedocs.io/en/latest/events/intro/.
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[1.14.4] Change RenderLayer on Vanilla Blocks
DavidM replied to kinderPipinder's topic in Modder Support
Draco18s is joking around. Override glass' registry with a new instance of BlockGlass but override Block#getRenderLayer to return the layer you desire. -
Your code is not going to work as intended. Your code will run whenever a skeleton dies instead of when killed by a zombie. Oops I missed that. Also, might as will move the getting of the World instance inside your if.
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Thanks. Does the model itself affect whether sides should be culled though? If I have a model that does not take up the entire block, but make Block#isOpaque return true, does the game still tries to cull the sides?
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The game does not render faces (covered by other solid blocks) that the player cannot see. If a side of a block is covered with another solid block, then that side will be culled, as the player cannot see that side. I am wondering how the game determine whether a side should be rendered when the model is not a simple cube. If the model of a block is not cube_all, but rather a complex model created by the modder, does the game still culls the sides?
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Not possible. This has already been asked before. The parallel mod loading in 1.14 would increase the loading speed a lot though.
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Forge 1.14.4 installed but is not in the launcher
DavidM replied to DavisLV's topic in Support & Bug Reports
What launcher are you using? Please provide a screenshot. Do not hijack other’s thread; please make your own thread. -
That should be impossible. Show your code. Note that NULL_AABB might had been renamed to INFINITE_EXTENT_AABB.
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I suppose OP is referring to the (rather badly named) OreSpawn mod in 1.7.10, not MMD OreSpawn. MMD OreSpawn is a mod that controls the generation of ores. It does not add anything apart from configurations.
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I thought World#getCombinedLight uses which ever is larger, the passed in value or the neighbor block light.
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RenderPlayerEvent is fired when a player is rendered. This includes the rendering of other players in multiplayer. You will have fetch data from the player in the event and determine the color of the aura.
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Subscribe toRenderPlayerEvent.Post and do your render there. You might want to look up on OpenGL basics in order to do the rendering, then check out Minecraft’s Tessellator and BufferBuilder.
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Override TileEntity#getRenderBoundingBox and return NULL_AABB to make the tile entity render at all times (when you are not looking at it).