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poopoodice

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Everything posted by poopoodice

  1. Because the event fires on Mod bus not Forge.
  2. You can rotate the matrix with the cameraOrientation in EntityRendereManager.
  3. This can be null. Post the crash log please.
  4. Sorry for the confusion, I mean the Item.Properties where you pass in to Item's constructor :P
  5. What do you mean? I thought you were asking how to bind your own ISTER to the item?
  6. You can set it through Item Properties
  7. Minecraft.java is a class only exists on client, so does getEyePosition and partial ticks, these will crash the server.
  8. From my experience it just does not work on armours.
  9. 1. Depends what you want to do. 2. The method you are using is for raytracing a single block, the last three parameters are BlockPos, VoxelShape, and BlockState
  10. You can possibly replace their target goals.
  11. I can't tell if you are doing ray tracing right, but there's already a method in Entity called getLookVec or something similar. Secondly, you've create the lightning entities but had never add them to the world. Use World#addEntity
  12. I think there's a pr for this... long time ago. You have to implement it yourself.
  13. Exactly at the right side of the screenshot....
  14. There's a discussion a while ago
  15. Have a look at vanilla usage: requiresCorrectToolForDrops() Also check this out https://forums.minecraftforge.net/search/?&q=require tool&type=forums_topic&search_and_or=or&sortby=relevancy you need to add them to the block tags. @Luis_ST explained a lot in these posts...
  16. You can't just get the values from nowhere... use the parameter of the method, all the things you need are stored in that ItemUseContext, the placer (can be null!), world....etc
  17. Either checks from 0 or from the end.
  18. Mod id should not be capitalized, and PlayerTickEvent is both sided event (from my experience it causes problems in mp).
  19. Use else if otherwise those elses are always called... bool; x = 5; if (x == 5) { bool = true; } else { bool = false; } if (x == 6) { bool = true; } else { // Always trigger if x is not 6 bool = false; } // bool is always false if x is not 6
  20. I would render a skull item (easiest way I can think of), or, look at how it captures the player's skin.
  21. It's vertical scale afaik
  22. It seems like in BlockBench your texture is not saved?
  23. You are missing the annotation @SubscribeEvent on your renderer registering (client setup event) method, if you are using auto subscribing.
  24. You should be using ClientTickEvent, since keybinding is only on client. The you need to check for phase otherwise it will be triggered twice a tick (I'm not sure which one is better, start or end), and also it's probably better to use PlayerEntity#getItemStackFromSlot here, for armour checking I'm sure that the first slot is not gonna be the place for a chestplate, so use the method above. Main inventory does not contain other storages like main/off hand, so you can either loop through the player's all items yourself, or use IInventory#hasAny. About key bindings you can save your own instance of KeyBinding in a static final field (check GameSettings.java), and then check if it is pressed like how Minecraft does in Minecraft#processKeybinds. Packets: https://mcforge.readthedocs.io/en/latest/networking/simpleimpl/ Finally you are going to check all the stuff again (armour equipped, has the chorus fruit...) when the packet is received on the server, then process the tp (have a look at the chorus fruit , or maybe Enderman).
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