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Everything posted by poopoodice
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For entities to do "AI tick logic". e.g. movements not called when it is no longer "alive"
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Was curious more on the custom server i/o (without using resource packs), and the image transfer since the image will be way larger than a map does. In fact I just realised that some of the images are around 4~5 MB... probably not a good idea to transfer them then... sorry for bothering and thanks for the help.
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I'm honestly not sure how Vanilla handle that with potion, but maybe try register your own ItemColors, then you can give different tint index to the different cubes, or more specifically, faces. Those values will be given when asking you to calculate your own colour. For example, I have north tint index 3, south index 2, then I will have something like: return tintIndex == 2 ? red : blue; or something like that, depends on what you want
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There is writeToNBT and readFromNBT?
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You should be passing your own menu type into super
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TE = Tile Entity, or Block Entity in recent versions. I believe you need one for yourself (both MenuType and BlockEntityType) since certain TE/BEs only allows certain blocks (e.g. Vanilla Furnace TE/BE does not work on a custom furnace). It's also better to post your TE/BE and Menu class along with where and how you register your custom types.
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I can find it in both latest 1.18 and 1.19 Forge version, right below the reach distance.
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The warning means the block and the TE does not match, where and how do you register your TE? Is your block added to the list when constructing your TE?
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I don't know what a TickHandler is, but you can store the stack in the tile entity, after a duration (maybe just an int field increment every tick), and spawn after time expires. Check BlockEntityTicker, or ITickableTileEntity in older versions (1.16/1.18? I can't remember.)
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Can you find your sound in command /playsound? Is there any error in the log? Have you configured your sound in sounds.json? Is your sound in the correct directory? Is your sound low-volumed? Is your sound in .ogg format?
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Hitboxes backwards on custom block model in 1.16.5
poopoodice replied to RedBobKid's topic in Modder Support
Because towards North is -z, so the origin in on upper left corner. Easy way is just flip the direction in getShape, or just swap them manually. -
Sending server data to the client for rendering
poopoodice replied to skip999's topic in Modder Support
Use ListNBT/ListTag -
[1.18.2] How to rotate a GUI dynamic texture
poopoodice replied to SoLegendary's topic in Modder Support
Rotate the pose stack (e.g. PoseStack#mulPose(Vector3f.ZP.rotateDegrees(45)), not sure about the names), or just put their vertexes at the desired location. -
[1.18.2] Best high level approach to making a minimap mod
poopoodice replied to SoLegendary's topic in Modder Support
You can use MaterialColor#getPackedId and provide the brightness then. -
[1.16.5] Adding more possible CatTypes to CatEntity
poopoodice replied to Splurpy_'s topic in Modder Support
You need to specify the AT file in your build.gradle, and reimport/refresh the gradle. -
[1.16.5] Player.attack not working with EntityRayTraceResult
poopoodice replied to TheDerpyParagon's topic in Modder Support
Maybe something's wrong with your packet? -
[1.16.5] Adding more possible CatTypes to CatEntity
poopoodice replied to Splurpy_'s topic in Modder Support
Access Transformers allows you do get rid of the final modifier. -
[1.18.2] Best high level approach to making a minimap mod
poopoodice replied to SoLegendary's topic in Modder Support
You are directly using the plain material colour of the block currrently. If you want anything more -
[1.18.2] Best high level approach to making a minimap mod
poopoodice replied to SoLegendary's topic in Modder Support
Just noticed some potential problems: 1. You are always using the same instance of DynamicTexture, but closes/dispose it every update. 2. RenderGameOverlayEvent.Post is called multiple times every render tick, it means you are refreshing your map every 1~2 seconds, depend on the render rate. 3. Continue with 2., you are rendering multiple times (it gets called whenever an element is being rendered, e.g. health bar, crosshair, helmet... if you are using 1.16, otherwise you need to register your overlay instead of using the event) every frame, check for ElementType.ALL (or something similar) and do the render.