Cyborgmas
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Everything posted by Cyborgmas
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you can also simply store you mod id in a field named EM if you like it being short
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the topic is 7 years old... either everything here is useless or you need to update. If you are on a supported version, create a new topic
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Post a github repository of the code, it would be much simpler to identify the problem
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[1.15.2] RenderNameplateEvent has no renderer
Cyborgmas replied to naqaden's topic in Modder Support
So talked to the person who added it with a PR. They used it for a very specific case, if you would like/need to change it you'll have to submit a PR to forge. -
you shift-shift to search in intelliJ. Then in the window that appears, in the top right you check the "entire project" box. After that, you can type to search for file names.
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Not sure what the problem is, I have no knowledge of OpenGL. However, try using an vanilla render type (like TRANSLUCENT_SHEET_LIT i think is one) and call the parent method in the renderParticle (don't draw anything with the buffer). It'll help you isolate your problem I think (and hope). Also, using vanilla's is a good idea, unless you want something complex, BasicParticleType and an existing IParticleRenderType will do the job.
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Definitely not an expert but hope i can help. For clarity there are 4 things that are needed IParticleData, ParticleType<>, Particle & IParticleFactory These are how they relate: When you extend ParticleType<>, it must have a class that implements IParticleData. You need a factory that implements IParticleFactory (I nested it in the Particle class) That factory will be registered during the ParticleFactoryRegisterEvent it's explained in the javadocs but during that event you register the factory in Minecraft.getInstance().particles.registerFactory The IParticleFactory will take a ParticleType<IParticleData> and give back a Particle The Particle class needs to be client only, you can use @ OnlyIn or use a dist value in the mod bus subscriber for the particle factory. You can aso take a look at BasicParticleType, it skips the need to have a separate class implementing IParticleData.
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It's an event, something like OnAttachCapability<Entity>
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So I succesfully made a working model and was wondering a few things about them. (By model I mean a minecraft block but that isn't full, like a hopper) First off, placing my block on top of another made said block go transparent, I think I need to override a function in my block class like isSolidCube/OpaqueCube, but I can't find it for 1.14.3. Secondly, I'm assuming the less elements my model json file has, the better it is right? And only rectangular elements are allowed, without superposition of these elements? Just making sure I have the basics. Thirdly, I read all the forge documentation on models and the impression I got is json files are the easiest way to go? Forge implementation-wise? Fourth, what's "standard grade" implementation of models? For now I have it bare-bone, but I'm guessing reducing the bounding box is wise. Is there anything in particular I have to consider when making models? Finally, I also read all the forge doc on animation (on blocks in particular) ... but I have no clue where to start. What JSON do i need to add or what do I need for my block class, etc. Thanks for your time. Github rep: https://github.com/Cyborgmas/AnimationMod
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[1.14.3] Unrecognized textures and recipes
Cyborgmas replied to Algorythmis's topic in Modder Support
I'm not 100% sure, but i think your problem is you are using the ore dictionary in your recipes. The new way to go about that is through tags. Some basic information can be found here https://mcforge.readthedocs.io/en/1.13.x/utilities/tags/#migration-from-oredictionary Hope it helps -
Ok never mind my other question, i figured that out, now I'm trying to get the sending messages part going but I'm not finding anything. In 1.14 it's now PlayerEntity instead of EntityPlayer, but I can't find anything that requires an ITextComponent Edit: My problem is that I am in a static context ... don't know how to make it work Updated the git repo here is my class https://github.com/Cyborgmas/ZodiacGemMod-1.14.2/blob/master/src/main/java/com/cyborgmas/zodiacgemmod/block/ZodiacGemBlock.java
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Hi, in my custom block class I am overidding the onplayerdestroy to detect when the player destroys his first block of this type - it works with the exception that the system prints it twice. I have no idea why it would do that since the normal onPlayerDestroy does nothing. Also, I would want to send a message in the chat to the player when the block is destroyed instead of a simple println - I have no idea how though. Thanks for your help - here is the block class containing the overidden onPlayerDestroy: https://github.com/Cyborgmas/ZodiacGemMod-1.14.2/blob/master/src/main/java/com/cyborgmas/zodiacgemmod/block/ZodiacGemBlock.java
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SOLVED 1.14.2 Advancements Missing Because of Recipes
Cyborgmas replied to Cyborgmas's topic in Modder Support
Ok its all good actually, the problem was with my tags, had a same tag name for the blocks and the item version so I'm guessing it didn't know which one i was talking about even though crafting recipes only take items, at least crafting_shapeless does. -
SOLVED 1.14.2 Advancements Missing Because of Recipes
Cyborgmas replied to Cyborgmas's topic in Modder Support
Sorry - new to this, delayed uploading to github Here it is https://github.com/Cyborgmas/ZodiacGemMod-1.14.2 -
Hello, I loaded my advancements perfectly fine without my recipes and they all worked - including vanilla ones. When I add my recipes to the data/modid/recipes folder, the recipes do not work but the advancements also don't and even ones I had previously gotten disppear (vanilla and my mod) The thing is my recipes worked before (at least one worked I copied it for the others) in 26.0.25, now I am in 26.0.63. I attached the "original" recipe file that worked. My modid is "test" Thanks leo_gem.json