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Novârch

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Everything posted by Novârch

  1. I have a custom effect I only want to be applied while a player has an ability active, when that ability isn't active I want to immediately remove the effect from all entities that have it, and every entity in the player's view should have it.
  2. I'm trying to remove a potion effect from all entities in a world using ClientWorld#getAllEntities, since this method is in ClientWorld I do it from ClienTickEvent with this code: But it doesn't take the effect away, I suspect potion effects aren't synced to the client and that the second if statement is always false because of it. For more context the class in which this code is being run can be found here as a git repo. Are there better ways to get all entities in a world, or am I doomed to use 8 for Entity entity : World#getEntitiesInAABBexcluding? (1 for every direction)
  3. Referenced libraries
  4. Please, don't, they're pretty bad. It's better for you to look at vanilla examples and other people's mods like Botania. Don't make base item classes, it'll just be a nuisance when you want to extend something else. Besides that looking at your problem I don't see anything wrong, post more code, preferably as a git repo.
  5. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  6. Capability, PlayerLoggedInEvent and World#rand. Check the double you'll put in the capability in an event, maybe EntityEvent?
  7. Use DimensionType#byName with that (the ResourceLocation).
  8. Here's an example of how I did it in my mod.
  9. Thanks for the help, gotten the exact effect I was looking for!
  10. Than I must've goofed something else up, but I don't know what because I just copied the vanilla FogRenderer code.
  11. Thanks for the help! Everything works fine except this line, and it seems that it's pretty important because nothing renders when I remove it.
  12. Because Minecraft is horribly optimized and can't use more than 1 core.
  13. I'm trying to make a potion effect that combines a few vanilla potion effects, the purpose being being able to easily remove it without removing effects the player might have had prior to getting it, one of these effects is blindness. How does the blindness effect work? Does the game check whether you have it while rendering, can I replicate it's functionality with an event?
  14. Thanks for all the help! Got it working flawlessly now.
  15. 1. A class is missing from the mod, either you installed it wrong or it's on dev. 2. Versions 1.12 and below are no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  16. 1. Remove Optifine and try again. 2. Don't make your own client's. 3. Version 1.12 and lower ARE NO LONGER SUPPORTED ON THIS FORUM. Please update to a modern version of Minecraft to receive support.
  17. You know Botania's code is open source, right? If you don't here's it's GitHub page.
  18. Context is required, just saying "HELP PLEASE!" will get you nowhere.
  19. 1.7.10 is no longer supported on this forum. Please update to a modern version of Minecarft to receive support.
  20. If at least one of those is something you added raytracing is redundant.
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