Everything posted by poopoodice
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[1.15.2] Cannot Check Player Armor Inventory on Server
player.getArmorInventoryList()
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[1.15.2] Cannot Check Player Armor Inventory on Server
You can't just get the capability from the stack in slot, what if it's empty?
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Custom snow or rain?
I think you should be able to use RenderWorldLastEvent.Post/Pre to render your particles under some kind of condition you made.
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Custom snow or rain?
WorldRenderer.renderRainSnow()
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Make keybinds "work" only when player is not chatting or etc
Mmmm I'm not sure but do you want to give it a try: call unpressKey() after you send the msg?
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[1.15.2] Cannot Check Player Armor Inventory on Server
Use orElseThrow instead of orElse otherwise you won't notice if there's any error. Also use tick event not PlayerEvent, or it will be called whenever a sub event of it is triggered. armorItemInSlot(int slotIn) is client side only.
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Custom Overlay Rendering Weirdly
Isn't it "Render this before/after all elements are drawn"?
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[1.16.1] How do i intercept player chat client side
ClientChatEvent
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[1.16.1] Mob can't climb on my block
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Best way to send message to all players?
I think you may need to check the time yourself, and use ServerWorld.getServer().getPlayerList() to get all players, then use player.sendMessage() to send the message.
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[SOLVED] [1.16.1] How to check if player can take a stack?
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createTileEntity in Block [1.16.1] any way to auto from registry?
ForgeRegistries.TILE_ENTITIES
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[1.16.1] Mob can't climb on my block
- [1.16.1] Syncing item stack capability to client?
I believe whenever there are changes being made to the tag, it will be sync to the client. What getShareTag() does is allows you to modify the tag before the message of syncing being sent.- Issues with Sounds.json
The modid shouldn’t be capitalised.- Simple way to store variables for each player in a player tick event
Just wondering does inner class count as a "class" for you?- Simple way to store variables for each player in a player tick event
Interesting haha Edit: I misread your post.- Simple way to store variables for each player in a player tick event
I'm afraid player capability is the only way to achieve this afaik. It is not as simple as storing the data in the fields in your event class (which won't work), but it is the only way I can think of. Also it is not so complicated isn't it?- TileEntity read function not available [1.16.?], plus redstone deprecated
You can still override deprecated methods, it just tells you dont use it- [1.16.1] Syncing item stack capability to client?
You shouldn't be sending changes every tick, and for ItemStacks' capability syncing you will need to override getShareTag(), readShareTag().- Code keeps crashing
I assume you are using 1.14+ (there's only one arg in 1.12), you need to pass EntityType.ENDERMAN into the first arg instead of null. Also like sciwhiz12 said you need to provide more information.- [1.16.1] isBeaconPayment not Working
You're right haha, I misread my forge version 1.16.1-32.0.75 and 1.16.1-32.0.57 I was using the older version.- [SOLVED] [1.16.1] Block harvest level and tool is ignored.
setRequiresTool() in AbstractBlock.Properties So canHarvestBlock() will do tool checking when block is harvest. You can also see how blocks in Blocks.java do it.- [1.16.1] isBeaconPayment not Working
I use high-contrast :p I'm not so sure why that did not work for you (it works for me, I just tested it), you might want to have a look at this tho it's for 1.15 but I guess it applies on 1.16 as well.- [1.16.1] isBeaconPayment not Working
change the version of mapping to 20200723-1.16.1 and refresh (reimport) gradle project - [1.16.1] Syncing item stack capability to client?
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