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jbredwards

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Everything posted by jbredwards

  1. I've just started porting one of my 1.12 mods to 1.16 a few days ago. Along with this, I'm also updating the mod's textures. I thought It'd be cool if I could somehow have my old textures load when the built-in "programmer art" resource pack is selected. Is this possible, and if so, how? This might be stupidly obvious, but I haven't seen anyone mention this before. Thanks!
  2. The problem is here: version = "1.7.10-10.13.0.1187" runDir = "run" // the mappings can be changed at any time, and must be in the following format. // snapshot_YYYYMMDD snapshot are built nightly. // stable_# stables are built at the discretion of the MCP team. // Use non-default mappings at your own risk. they may not always work. // simply re-run your setup task after changing the mappings to update your workspace. mappings = "snapshot_20171003" // makeObfSourceJar = false // an Srg named sources jar is made by default. uncomment this to disable. This should be: minecraft { version = "1.7.10-10.13.0.1187" runDir = "run" // the mappings can be changed at any time, and must be in the following format. // snapshot_YYYYMMDD snapshot are built nightly. // stable_# stables are built at the discretion of the MCP team. // Use non-default mappings at your own risk. they may not always work. // simply re-run your setup task after changing the mappings to update your workspace. mappings = "snapshot_20171003" // makeObfSourceJar = false // an Srg named sources jar is made by default. uncomment this to disable. }
  3. Are the mods you're playing with all client side? Mods that do anything server side will not work properly unless the server also has them installed.
  4. I would recommend letting guided games know about your issue. If you haven't already, you can do so here. Unfortunately the forge forums don't support 1.7 anymore
  5. If you downloaded from the official website, files.minecraftforge.net, you will be re-directed to another site, adfoc.us, which downloads forge. While on adfoc.us, only click the "skip" button that appears at the top right of the screen after five seconds, otherwise you'll probably get a virus. Make sure to never download forge on any other site. Also be careful with mods. The only sites for mods that I trust are minecraftforum.net, curseforge.com, and planetminecraft.com.
  6. I know the title is confusing, but I'll do my best to explain my issue. I have an item in my mod that's nbt is getting updated every tick. I've tried just using fields, but that didn't work properly in multiplayer, as fields aren't player specific for items (incase why you're wondering why I'm changing the nbt every tick, and not just using fields). General background info about the mechanic that's causing me issues: Every time the hand itemstack, regardless of what item (even vanilla) gets updated, there is an animation, where the player's held itemstack slowly rises. If you don't know what I mean, try dropping an item in the game. Notice the player's hand (empty itemstack) performs the described animation. Now try picking up that same item, it should perform this same animation. It should also display the item's name just above your toolbar for a short time. These things also happen when you change your selected item in your toolbar, because your hand itemstack is getting updated. Why is this causing me issues? Since my item is getting updated every tick using nbt, it performs this animation every tick. Basically, my item (while in the player's hand) is below their camera forever (the start of the animation). It also displays the item's name forever. I assume these issues are caused by the stuff I described above. Sorry if you're still confused by my issue. If anyone knows what I can do to fix this issue, please tell me. I will not stop using nbt data, unless there is no other solution.
  7. I've tried looking everywhere online with no luck, so I've come here. Since nothing I've tried works, I'm think that Minecraft .png images have an unusual way of reading transparency? I'm trying to find the average color in a texture (ignoring transparent pixels). It works for the most part, except it also ignores black/white pixels (pixels with the same rgb values, example r=222, g=222, b=222). The code I am using is in the spoiler. Any help would be appreciated!
  8. Title explains everything. Why do I want to do this? My mob has long arms, and the weapon it is holding appears in the middle of its arm. I think that changing its hand location would fix that, I just don't know how to do this (if it is even possible). Any help would be appreciated.
  9. Hello. I am making an enderman-skeleton mob. All of the code being used by the entity is below. I only want it to hold one item per arm. The title explains the rest. I've removed my custom held item layer, but there is still a bow in the middle of my mob's arm, thus removing the possibility of it being an issue with my custom layer. Entity Renderer
  10. Hello. I have a custom cow mob, and I want its spawn egg to use the same gray color that the vanilla cow's spawn egg uses for its secondary color as my custom cow mob's spawn egg's secondary color (sorry if that was confusing). How can I do this? Is there a class that I can look at to find the color value? Thanks! So sorry, just found the class (EntityList).
  11. D:\Projects\Eclipse\Minecraft_Mods\Ruby_Mod\eclipse
  12. I've been working on the same mod for months, and now when I load eclipse I get the following error twice "invalid project description"? It loaded fine yesterday, without this error. I haven't done anything to my mod since then, I only loaded it. More details about the error are below. I am using the latest version of forge (14.23.5.2838) if that helps. If anyone knows what I can do to resolve this error, I'm all ears.
  13. I want to make a crafting recipe, where I input item x and get item y with item x's durability. How can I do this? My current code for the recipe is below. Any help would be appreciated! ForgeRegistries.RECIPES.register(new ShapedOreRecipe(new ResourceLocation(Reference.MOD_ID, Reference.NAME), new ItemStack(ModItems.y, 1, ???), new Object[] {true, "B", 'B', ModItems.x}).setRegistryName("durabilityRecipe"));
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