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Posts posted by DavidM
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5 hours ago, Slit_bodmod said:
Right so I had a look and I can't seem to find a DS_store file in my mod and I have something on my mac that allows me to see hidden system files. Also my mod doesn't have a sounds.json
Using the default file browser to look for hidden files is not a good idea. Use your command line and do a recursive search instead.
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6 hours ago, Slit_bodmod said:
I think this specific line is talking about the .DS_Store file which to my knowledge is a mac os system file so I don't have any control over.
You do have control over it. Just rm it from the terminal.
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2 minutes ago, simplebunsen said:
Do I need to only decrement the durab server side?
Yes.
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There is no need to cast to ServerPlayerEntity. Just do what you want to do there.
Check the side with World#isRemote though.
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You will have to create a custom IRecipe implementation for that. Check out the documentation on that.
The EnchantmentUtils (or is it EnchantmentHelper) class might also contain some useful functions.
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Override Item#onEntityInteract (probably spelt differently; use your IDE to find it) and damage the LivingEntity given there.
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1.12 is no longer supported on these forums due to its age.
Please update to a modern version of Minecraft to receive support.
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10 hours ago, emkirsh said:
In the pastebin, some of the mods don't show a Minecraft version. Can you verify that all of the mods are for FORGE 1.15.2? (also make sure none are for Fabric).
Also, does the crash happen with an empty mods folder? I hate to be the bearer of bad news, but if it doesn't crash without mods, you're going to have to remove mods one by one until you can isolate the culprit. Once you find the culprit, you need to submit a bug report the that mod's developer, not Forge. Forge can't fix a problem that's caused by another mod.
In the crash report, I see a lot of
com.electronwill.nightconfig.
etc. in the error.
I can't find anything related to either electronwill or nightconfig in the mod list. This is strange. Definitely try what I said above, and ping me if you need more help!
NightConfig is what Forge use for its config system. It is not from a separate mod.
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1. Why did you cut out the bottom part of the log?
2. 1.12.2 is no longer supported on these forums. Please update to a modern version of Minecraft (1.14 and above) to receive support.
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15 hours ago, TheSarlaacSweep said:
I think you could also get away with leaving it more generic like this example:
@Override public void onArmorTick(ItemStack stack, World world, PlayerEntity player) { if( !player.getItemStackFromSlot(EquipmentSlotType.HEAD).isEmpty() && !player.getItemStackFromSlot(EquipmentSlotType.CHEST).isEmpty() && !player.getItemStackFromSlot(EquipmentSlotType.LEGS).isEmpty() && !player.getItemStackFromSlot(EquipmentSlotType.FEET).isEmpty() ) { player.addPotionEffect(new EffectInstance(Effects.INVISIBILITY)); } }
This way if you create more armors you don't have to write new conditions to check more items. Although, yours is better if you want to guarantee that all armor pieces match the suit in their slots.
Slots not being empty != the player is wearing the specified armor piece.
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4 hours ago, ZekNikZ said:
Even better, I also need to get this information on the client side if possible.
You cannot, unless the mod is also installed on the server, in which case you should use packets.
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8 hours ago, MistaOmega said:
Yeah I don't think the blockstate is in the assets folder ?
10 hours ago, Ugdhar said:It doesn't look like any of the assets are in that repo, so we can't see the blockstate for it.
Ah sorry! I somehow forgot to push to remote for quite a while.
Anyways, here is the blockstate file.
(Note that by item_pipe I meant the model of the pipe that transfers item, as opposed to the item model of a pipe)
In addition, SixWayBlock can handles almost everything about the blockstate and collision boxes of a block that can connect to 6 directions (i.e. pipes). Check out the vanilla chorus plant for usage.
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I previously made some pipes in one of my test mods here.
They can’t transfer items at the moment, but the models and connection to other pipes/inventories are functional.
Check out the block state file for it, which used the multipart feature of the model system.
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54 minutes ago, Eugene said:
"Please do your research before posting here." is rude. The OP's question in itself is an act of research. "Please do your research before posting here" is not a fact. It's an imperative. The OP comes here asking for help and he is being told to "do your research." Get over yourselves. If you don't want to be helpful then what are you doing here besides berating people? Or is this forum only for the "elite"?
“Research” in this context means searching (as opposed to asking).
The proper method of finding a solution is as follow:
1. Use Google/any relevant method of searching in the specific topic.
2. If step 1 yields no results, ask other people.
The reason why step 1 precedes step 2 is it doesn’t require other people’s attention/time. If everyone asks trivial questions/questions that has been asked numerous times before, then the forums would be flooded by the same question. This would take up other forum members/staffs’ time, making people who are really in need of the forum unable to find help.
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If I understood correctly, you are looking for Direction#getOpposite.
Unfortunately, I am having difficulties understanding you due to your grammatical inaccuracy. Please try rephrasing.
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In that case your graphic card might not support OpenGL.
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15 hours ago, weiblecr said:
I'll give this a look, looks promising .... Darco18s ... my texture does exist, log doesn't say much if anything about it.
Your texture does not exist, at least not the way you are expecting.
You need to stitch the texture to the place where you told the game to look in (AtlasTexture.LOCATION_BLOCKS_TEXTURE). You need to stitch the texture onto the texture atlas.
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2 hours ago, Aflac said:
im famililiar with lua, python and html. so, what is where i program the mod?
Follow one of the tutorials suggested above. I would recommend this one: https://cadiboo.github.io/tutorials/1.15.2/forge/, as it goes through the setting up of the workspace.
I personally use Eclipse for modding, but most Java IDEs that support Gradle should work fine. You can even mod with a text editor if you want (I definitely wouldn't recommend it though).
Java is quite structurally and syntactically different from Python and Lua (and HTML isn't a programming language), but if you are familiar with programming concepts then you should be good to go.
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4 hours ago, Ozone said:
Yes. I did consider that, but the Forge documents say to "flatten the code" and use two blocks rather than states.
"A good rule of thumb is: if it has a different name, it should be a different block/item."
So I am trying to following the latest advice on that.The "flatten the code" is meant for different blocks. Previously due to the ID limit, mod authors commonly associate different types of item to the same ID (i.e. different colored cobblestone, or vanilla's different colored wool). These should be flattened and separated into different block registry entries.
However this is not the case in your case. Your two blocks are similar to the off and on state of redstone lamp, and your two blocks functions similarly (can be done with a single tile entity). It sounds like the only difference between the two blocks is the texture of the block, which would be easier to manage with block state properties.
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Instead of swapping blocks, you should use block state properties.
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2 minutes ago, Budschie said:
@diesieben07 Thanks. Can I add an IRecipe to a crafting table without overriding something?
What do you mean by “overriding something”?
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31 minutes ago, msrodrigues2000 said:
If you do not mind me asking, how did you solve the "setMoveTo function always moves entity at same speed"? I am having the same problem and having no success finding a correlated topic about it
Get the unit vector of the entity to the destination and scale that by the desired speed, then move the entity by that amount.
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8 minutes ago, Kiljaeden053 said:
In your opinion. What would be the best solution to make the game more optimized on large servers?
Depending on the game type of the server, it may be more up to how server plugins are written rather than the game itself (i.e. mini game servers rely heavily on the performance of the mini game plugins).
As for optimizing the game itself, projects like Spigot provide tweaked server jars that might improve server performance.
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16 minutes ago, Kiljaeden053 said:
Specifically everything Mojang coded. so having separate cores for updating entities, blocks, would make the game faster.
Except that would break every world interaction as well as cause a ton of concurrency issues.
Adding more threads doesn’t mean the game would be faster and better; threading is not a magical solution to all performance issues.
Threading should only be used if the routine to be put on another thread makes sense to be on another thread (i.e. make the checking for update routine separate from the main game thread, or separate the render thread from the game logic thread (not Minecraft specific)). It is not as simple as totalTimeUsed / threadCount = actualTimeUsed.
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How would i make waypoints?
in Modder Support
Posted
Subscribe to RenderWorldLastEvent and do your render there. Look at how snowball does its rendering; they are similar in drawing the sprite to face the camera.