Brbcode
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Everything posted by Brbcode
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Solved, I just forget update forge version, my bad. Thank you guys
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>gradlew build Picked up _JAVA_OPTIONS: -Xmx4096m To honour the JVM settings for this build a new JVM will be forked. Please consider using the daemon: https://docs.gradle.org/4.9/userguide/gradle_daemon.html. Daemon will be stopped at the end of the build stopping after processing > Configure project : New Dep: net.minecraftforge:forge:1.14.4-28.1.0_mapped_snapshot_20190719-1.14.3 > Task :reobfJar Picked up _JAVA_OPTIONS: -Xmx4096m Deprecated Gradle features were used in this build, making it incompatible with Gradle 5.0. Use '--warning-mode all' to show the individual deprecation warnings. See https://docs.gradle.org/4.9/userguide/command_line_interface.html#sec:command_line_warnings BUILD SUCCESSFUL in 17s 7 actionable tasks: 3 executed, 4 up-to-date
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mmm.. now build successfully but when I put it on my mod folder minecraft freeze on load. I dont know why. It still using net.minecraftforge:forge:1.14.4-28.1.0
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I write <*> just to don't show the full path that is so long. And here is my project in github https://github.com/Brbcode/WiredBlocks
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I've a project that uses Event Listeners, when I play on eclipse runs, but when I run on my console gradlew build, the build crash. The errors are: illegal character: '\u00bb' illegal character: '\u00bf' But what worries me is the version when I build should be to Forge 28.1.79 but is building to Forge 28.1.0 that I think that doesn't support Event Listeners.
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[1.14.4] How override a existing minecraft item
Brbcode replied to Brbcode's topic in Modder Support
Confirmed, I'm blind. At least the test works, now it's time to implement the functionality Thank you. -
[1.14.4] How override a existing minecraft item
Brbcode replied to Brbcode's topic in Modder Support
It doesn't work to me. I don't know if I'm doing wrong the subscription... minecraft forge 1.14.4-28.1.79 -
I want to archive that when I use (try place) a repeater on specified block perform a custom action. Is this possible?, How?
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[1.14.4] Rendering a single model with different render types
Brbcode replied to AtelierAmber's topic in Modder Support
Try overload the method "getRenderLayer" inherited from class Block @Override public BlockRenderLayer getRenderLayer() { return BlockRenderLayer.CUTOUT; } -
That example is from minecraft files is not mine, and I already use modid:block/texture_name and it works. Maybe if you change the file path you can give a custom name if you want, sincerely, I didn't try it.
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I want load a custom obj file and I'm a bit lost. First of all I want assert that my knowledge is right assets->modid->blockstates has a json file which name match with a block id and specifies what model must show assets->modid->models->block has a json file which match with a block id and specifies the elements and textures I have read that obj files must be registered with "OBJLoader.addDomain" but it's from 1.12 version, eclipse doesn't find that class in the dependencies so I think that is despreciated. Where should I save the obj file? Must obj file has the same name of a block id? Must I register the obj file? How?
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I found some matches, I replaced them by my modid but it doesn't works and I tried run gradlew eclipse also and nothing.
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On my laptop works, so I think that I miss something when I cloned the repo. But the files in repo should be right, I think
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eh? mods.toml is here https://github.com/Brbcode/TorchLever/tree/master/src/main/resources/META-INF With "references examplemod" do you mean the default files when you generate a new project wih the forge mdk?
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https://github.com/Brbcode/TorchLever
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I made a github repository with the eclipse project on my laptop, then clone that repository on another computer. I opened the project in eclipse and I found errors in the libraries so I decided to execute the commands: gradlew eclipse gradlew genEclipseRuns That solved it, then when I try run the game while is loading the mod, the game crash The error is: "The mod file <project path>\bin\main has mods that where not found." Full log: Anyone can help me please? ________________________________________________________________________________________________________________________ Solution: I remove all files from my project folder I move the minecraft forge mdk to my project folder Run gradlew eclipse and gradlew genEclipseRuns I revert all changes, I use gitKraken, so when I deleted all the files you show them as changes that I have made. I think that do a clone of repository should has the same effect.
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The path has changed now is data\modid\recipes
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[1.14.4][Solved] TileEntityRenderer render a texture
Brbcode replied to Brbcode's topic in Modder Support
I solve it, thank you guys. -
[1.14.4][Solved] TileEntityRenderer render a texture
Brbcode replied to Brbcode's topic in Modder Support
I am already using it. I know slightly how open gl works, but the examples that I have seen works with models, boxes and imported obj files when I just need plane with a texture, and I don't understand how link textures. -
I want to render a texture facing player, like barrier block. Anyone can help me? And another question why need I implements ITileEntityProvider in my block when it's despreciated? I have the method createTileEntity override from Block but has no efect. Minecraft 1.14.4 - 28.045
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What means Modblocks.BLOCKS.toArray(new Block[0])?
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I still have to finish how to show the texture, I don't know how yet but you have given me a good hint, Thank you.
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My custom mod is like a barrier that only works with fluids letting the player go through it. To build water elevators more easy. So I want change the render of my block to invisible or visible in function if player holds in his hand the item or not.
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Entities can be another way I think...
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Honestly, I am not sure how to handle the item stack, can I create my custom item stack and register it?, I have found a method called "interactWithEntity(PlayerEntity playerIn, LivingEntity entityIn, Hand hand)" so it seem that is the correct way to archive my goal.