Jump to content

DavidM

Members
  • Posts

    1830
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by DavidM

  1. You should not use the export function of your IDE; you should build your mod with gradlew build instead.
  2. Where are you getting your mods?
  3. What do you mean by "add a model to a player"? Please elaborate. Are you trying to replace the player's model? Are you trying to add an extra part (like a hat) to the player that follows the player's rotation/movement? Either way, please show your code.
  4. Keep in mind that you are the one who posted on this forum without reading the EAQ, which states clearly that 1.7.10 is not supported. Shouldn't this thread be locked though? Moderator Note: It is now
  5. 1) Update the mod. 2) If the error persists, remove the mod and report to the author.
  6. Yes. What site did you use to get the mods (where did you download them from)?
  7. It is impossible for another mod to "do the same thing". Please post the updated crash log. Also, where are you getting your mods?
  8. Please check out the javadoc of the two methods: /** * Queries the class of tool required to harvest this block, if null is returned * we assume that anything can harvest this block. */ ToolType getHarvestTool(IBlockState state); /** * Queries the harvest level of this item stack for the specified tool class, * Returns -1 if this tool is not of the specified type * * @return Harvest level, or -1 if not the specified tool type. */ int getHarvestLevel(IBlockState state); Note that the ToolType class contains some static final values like PICKAXE and AXE. You might want to use one of its values for the return type. As for harvest levels: - Wood: 0 - Stone: 1 - Iron: 2 - Diamond: 3 - Gold: 0
  9. Block#setHarvestLevel Note that the first parameter is a string and specifies the tool type (i.e. "pickaxe", "shovel"). Override Block#getHarvestTool and Block#getHarvestLevel.
  10. Subscribe to RenderPlayerEvent.Post and do your render there.
  11. Thanks. I shall try rendering everything in a single buffer and optimize my GL calls. The blocks inside the area will be destroyed prior to the animation; therefore, it won’t be necessary to disable the rendering of the blocks.
  12. 1. This: In this event subscriber, instead of doing: event.getRegistry().registerAll(SoundRegistrator.BOND); , create the SoundEvents instead. Something similar to: event.getRegistry().registerAll(new SoundEvent(...).setRegistryName(...), new SoundEvent(...)...); 2. If I'm understanding what you are doing correctly, you should not need init or preinit. All your sound registration goes in the RegistryEvent.Register<SoundEvent> event subscriber.
  13. The method name does not matter in this case. Do not statically instantiate your sounds. Instantiate and register them in the appropriate event.
  14. I am creating a block that, when placed down, will destroy nearby blocks in the range of 11x11x11. I am trying to create it so that when the process happen, an animation appear. I would like the animation to look like as if the whole chunk of blocks in the range of 11x11x11 shrinks into one block in 1 second duration. I am planning to accomplish this animation with TESR that renders all the block in the 11x11x11 and shrink them a bit per tick; however, I am concerned that rendering 11**3 blocks every tick is going to cause significant performance issue on the client. Is there a better way to accomplish this?
  15. Click on the menu icon at the top right corner of the launcher, then in the dropdown menu click "Launcher options", and click "Add new". A new page should appear with details about the new configuration. In the "Version" dropdown menu, scroll to the bottom and check if there is a version that has "forge" in it.
  16. 1. That is Minecraft's logs, not the forge installer's log. The installer's log should be in the same directory as the installer. 2. Just open them with a normal text editor. Notepad++ should also work.
  17. Can you double check the directory/folder in which you've ran the forge installer? When the forge installer is ran, it should generate a .log file which contains all the information about the install in the same directory. The information in the log is crucial in figuring out what went wrong with the installation. We will be able to help much more if you can provide the log.
  18. Wut? Aren't you using Windows? I thought Windows had snipping tool since 95 or something. Can you provide the installer log? It should be generated in the directory where you ran the forge installer.
  19. "Doctor, it hurts." "Where does it hurt?" "You don't need to know where. Just cure me!" We need more information in order to help you. What launcher are you using?
  20. Why not? We cannot help you if you are not willing to provide us with information. Please provide a screenshot of your launcher (including the dropdown menu of available minecraft versions).
  21. 1. Send a screenshot. 2. Post your installer log (if it exists).
  22. Short version: @SubscribeEvent public void registerModelsWithoutIHasModelLikeAGoodBoi(ModelRegistryEvent event) { modItems.forEach(item -> { ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory")); }); } Something like that. Basically loop through all your items and do what you normally do with IHasModel. Cadiboo's example mod shows how to register stuff with good practices (the complete version); you might want to check that out. The link is probably somewhere in his signature.
  23. He meant that if you extends BlockBase, you cannot extends other actually useful classes like BlockStairs or something. Composition over inheritance; do not use inheritance for writing less code at the cost of potentially messing up the entire structure of your code.
  24. Please try rephrasing your sentences; they are hard to understand due to their grammatical inaccuracy. Are you asking us to come up with a name for your mod? Are you trying to recall the name of a mod from its features? I'm not sure what you meant by this. Are you describing a mod that censors profanity/disrespectful languages?
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.