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Posts
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Everything posted by poopoodice
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Your packet, and then you can call NetworkHooks#openGui in PacketSpawn::handle when you have received the packet
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You already got it didn't you 🙃
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[1.16.4] AttributeModifierMap.MutableAttribute setCustomAttributes
poopoodice replied to frakier's topic in Modder Support
You can always change their base values afterwards e.g. in MobEntity#onInitialSpawn. -
Sending server data to the client for rendering
poopoodice replied to skip999's topic in Modder Support
As far as I know, no. And it's really not that complicated. -
Sending server data to the client for rendering
poopoodice replied to skip999's topic in Modder Support
Well...https://github.com/skiprocks999/Rings-of-Infinity/blob/Rings-Of-Infinity-1.16.4/RingsOfInfinity/src/main/java/com/contInf/ringsOfInfinity/client/renderer/WardingBeaconTileEntityRenderer.java#L43 You’ve never write those data in the packet sent to the client. -
Sending server data to the client for rendering
poopoodice replied to skip999's topic in Modder Support
I believe you have already setup the synchronization between server and client correctly, you just did not write any data that is going to be used for rendering into the tag. -
[1.16.4] How to use TickEvent.ClientTickEvent ?
poopoodice replied to Klarks's topic in Modder Support
How do you register the event? -
Creation/registering of recipes for custom machines (1.15.2)
poopoodice replied to Asleep365's topic in Modder Support
I've never done similar things before but by looking at some codes it seems like you will need a recipe that implements IRecipe, an registered IRecipeType which is the place you get the recipes from, and a registered serializer using RegistryEvent. -
Creation/registering of recipes for custom machines (1.15.2)
poopoodice replied to Asleep365's topic in Modder Support
You will need to make your own registered recipe type. -
I just noticed that the titles are actually rendered in drawGuiContainerForegroundLayer() not render(). Also I believe you only need to set the value once in the constructor, or in init().
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Don't call super and render it yourself, or just not render it.
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Where will you be storing things at? Is it going to be saved per player, or itemstacks? Both of them can use capabilities. https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
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What is an empty gui? If it does not store any information (e.g. inventories, sharing data) a simple screen will work using Minecraft#displayGuiScreen (this is client only). Otherwise you will need a registered container and screen, and open it with NetworkHooks#openGui (this should be done on server, in this case you send a packet when the key is pressed). There's a key input event that you can use, or use client tick event to proceed with keybindings (check Minecraft.java).
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Annotations does not do that. https://mcforge.readthedocs.io/en/latest/concepts/sides/#fmlenvironmentdist-and-onlyin What you are looking for is packets.
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I'm not so sure but maybe try override Entity#applyEntityCollision and just do nothing in it.
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Getting item when middle clicking entity [1.16.4]
poopoodice replied to Godis_apan's topic in Modder Support
IForgeEntity#getPickedResult -
Check IEntityAdditionalSpawnData
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[1.16.4] Random Item texture based on an NBT tag
poopoodice replied to Sainthozier's topic in Modder Support
If there's only small amount of textures/models, just use ItemPropertyOverrides: https://mcforge.readthedocs.io/en/latest/models/overrides/ the doc is currently on 1.15, in 1.16 instead of adding it in item's constructor or so, you need to add the property override to ItemModelProperties in client setup via ParellelDispatchEvent#enqueueWork. IItemPropertyGetter provides the stack where you can get its "Rarity"- 1 reply
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[1.16.4] Why is there an ITEM in the DESTROY ITEM box?!
poopoodice replied to hiimjustin000's topic in Modder Support
Well, in the image why is your item in the "destroy slot"? -
You are creating a new renderer and just add a layer to it, what's it gonna do? Use the existing renderer that is bound to the player.
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[1.16.4] Remove 1 item in offhand ItemStack when an event fires.
poopoodice replied to Moomallowz's topic in Modder Support
What you are looking for is ItemStack#shrink Other methods like grow and setCount should work as well. -
Projectile Keeps Duplicating Itself (1.16.4)
poopoodice replied to Babelincoln1809's topic in Modder Support
Maybe just create a boolean in the the entity class and set it to a value when it is created by other projectile, then use it to decide whether it should create more projectiles when removed?