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Yanny7

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Everything posted by Yanny7

  1. I didn't solved that, the reason why it crash is for me unclear... but sometimes it fail in different place, while setting FPS (I debugged that, but it goes thru that methot multiple times without problem, then it failed) .... strange
  2. Another info: clean clean client just run without problem
  3. Clean build of forge (#94389d0e) is crashing when trying to run forge forge client [14:09:38] [Render thread/INFO]: Setting user: Dev [14:09:38] [Render thread/INFO]: Backend library: LWJGL version 3.2.2 SNAPSHOT # # A fatal error has been detected by the Java Runtime Environment: # # SIGSEGV (0xb) at pc=0x00007fcbd89b1112, pid=47207, tid=47208 # # JRE version: OpenJDK Runtime Environment (16.0.2+7) (build 16.0.2+7) # Java VM: OpenJDK 64-Bit Server VM (16.0.2+7, mixed mode, tiered, compressed oops, compressed class ptrs, g1 gc, linux-amd64) # Problematic frame: # C [libglfw.so+0x17112] # - tried on Arch linux - Note that I havent problem running it on 1.15.x and 1.16x - debug.log failed to upload latest.log hs_err_pid47207.log
  4. problem is running gradle daemon, just disable it - search in intellij "show gradle daemons" and kill them all https://www.minecraftforge.net/forum/topic/80667-cannot-create-dev-environment-for-forge-1144-and-above/
  5. Same problem for me - 31.1.0 no problem - 31.2.0/31.2.5 ends with same error
  6. bump Another question - how to remove also generated mobs - animals in villages
  7. How can I remove block from generation process? I need to disable all generated crafting tables. Any ideas?
  8. Writing mod is most likely reverse-engineering, but there are few good tutorials on youtube for basics.
  9. Sorry, I fixed grammar in file meanwhile, here is it now https://github.com/yanny7/StoneAge/blob/master/src/main/java/com/yanny/age/stone/client/renderer/AqueductRenderer.java edit: permanent link: https://github.com/yanny7/StoneAge/blob/af01a15a6bfcb313c02faad97c47bb4e6bf63d72/src/main/java/com/yanny/age/stone/blocks/AqueductBlock.java
  10. You can check there https://github.com/yanny7/StoneAge/blob/master/src/main/java/com/yanny/age/stone/client/renderer/AquaductRenderer.java
  11. Yes, the furnace is too bright, but chimney base is too dark. I know that this can be as light behind edge but still, whole block is bright. But maybe this is default vanilla behavior.
  12. Check DefaultBiomeFeatures class for flower generation in biome. Then just in code below add your new entry for your flower (you should add some check to just insert flower for specific biomes) @SubscribeEvent public static void FMLLoadCompleteEvent(FMLLoadCompleteEvent event) { for (Biome biome : ForgeRegistries.BIOMES) { // add there } }
  13. I think that this will be hard part. Vanilla minecraft does not have implemented this behavior. You have to do it all by yourself. Easiest approach will be to have configuration where you set alignment, size etc.. Harder approach is to do it responsible by implementing drag&drop features and moving widgets by mouse like in Draconic Evolution mod. But this require A LOT of coding. If you are beginner in modding and coding, just stay with plain config file, or simple configuration page with edit boxes.
  14. Maybe move all of this modifications to central place (my API mod) and from there based on registered block changes do it at once and with possibility to disable it. At least this can be easily disabled in one place
  15. Based on and https://github.com/MinecraftForge/MinecraftForge/issues/5560 seems that modders should not modify block haverst level of other mods. BUT In my mod https://github.com/yanny7/StoneAge I have to adjust harvest level of vanilla blocks. Does someone have good idea how to implement this and does not break other mods? another thing is that I cannot use setBlockToolSetter because it is static and now I am working on sequel to first mod where I need also adjust harvest levels ... I used reflections to modify them, but I dont like this approach. Is there better way how to do this?
  16. Check for 1.14 https://github.com/yanny7/BronzeAge/blob/master/src/main/java/com/yanny/age/bronze/subscribers/ModEventSubscriber.java#L53-L60 For 1.15 https://github.com/yanny7/BronzeAge/blob/1.15/src/main/java/com/yanny/age/bronze/subscribers/ModEventSubscriber.java#L53-L60
  17. Hi, when I render transparent block on this lit furnace, it renders darker from side of furnace. But it looks horrible. It is possible to somehow get rid of this? Example: Block: public class ChimneyBlock extends Block { protected static final VoxelShape SHAPE = Block.makeCuboidShape(3.0D, 0.0D, 3.0D, 13.0D, 16.0D, 13.0D); public ChimneyBlock(Properties properties) { super(properties); } @SuppressWarnings("deprecation") @Override public boolean isTransparent(BlockState state) { return true; } @SuppressWarnings("deprecation") @Override @Nonnull public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { return SHAPE; } } Register: Block.Properties chimneyProperties = Block.Properties.create(Material.ROCK).harvestLevel(ItemTier.STONE.getHarvestLevel()).harvestTool(ToolType.PICKAXE). hardnessAndResistance(2, 2).variableOpacity(); registry.register(new ChimneyBlock(chimneyProperties).setRegistryName(MODID, "chimney"));
  18. You can check vannila crafting table, or I created custom crafting table in my mod https://github.com/yanny7/StoneAge/blob/1.15/src/main/java/com/yanny/age/stone/recipes/FlintWorkbenchRecipeSerializer.java just clone mod and try to look into code how it works
  19. Hi I have problem with rendering transparent texture - I am using water texture, but it renders almost black. Any ideas how to do it right? matrixStack.push(); RenderSystem.enableBlend(); RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0f); RenderSystem.defaultBlendFunc(); RenderSystem.disableTexture(); IVertexBuilder vertexBuilder = renderTypeBuffer.getBuffer(RenderType.entityTranslucentCull(WATER)); MatrixStack.Entry matrix = matrixStack.getLast(); Matrix4f matrix4f = matrix.getPositionMatrix(); Matrix3f matrix3f = matrix.getNormalMatrix(); func_229132_a_(tileEntityIn, vertexBuilder, matrix4f, matrix3f, 0, v, 1, 0, off + 1/32f, overlayUV, lightmapUV); func_229132_a_(tileEntityIn, vertexBuilder, matrix4f, matrix3f, 1, v, 1, 1, off + 1/32f, overlayUV, lightmapUV); func_229132_a_(tileEntityIn, vertexBuilder, matrix4f, matrix3f, 1, v, 0, 1, off, overlayUV, lightmapUV); func_229132_a_(tileEntityIn, vertexBuilder, matrix4f, matrix3f, 0, v, 0, 0, off, overlayUV, lightmapUV); matrixStack.pop(); private static void func_229132_a_(TileEntity tileEntity, IVertexBuilder vertexBuilder, Matrix4f matrix4f, Matrix3f matrix3f, float x, float y, float z, float u, float v, int overlayUV, int lightmapUV) { int color = Objects.requireNonNull(tileEntity.getWorld()).getBiome(tileEntity.getPos()).getWaterColor(); float r = (color & 0xff0000) >> 16; float g = (color & 0xff00) >> 8; float b = (color & 0xff); vertexBuilder.pos(matrix4f, x, y, z).color(r / 16f, g / 16f, b / 16f, 1.0f) .tex(u, v).overlay(overlayUV).lightmap(lightmapUV).normal(matrix3f, 0.0F, 1.0F, 0.0F).endVertex(); }
  20. Thank you, I got it finally working.
  21. I spend a lot of time trying to generate custom structure, but without success! Can someone please provide simple and working example (e.g. generate single block)?
  22. v1.0.2 - added backpack - configurable aquaduct effect range, fill per tick and use per tick - all blocks from wood material harvestable only with axe - added rhino tusk and saber teeth - added woolly rhino entity - added saber-tooth tiger entity - fixed TOP values after restart
  23. you can check there how I does it: https://github.com/yanny7/StoneAge/blob/c9351e8050f6121256d587112a9f6071dbb61b11/src/main/java/com/yanny/age/stone/subscribers/BlockSubscriber.java#L57 it is working also for server side
  24. v1.0.1 - added mammoth tusk item - added Mammoth entity - moved tools to mod group - integrated TheOneProbe - drying rack improved add/remove item - fixed Aquaduct connecting vertically
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