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Everything posted by Novârch
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1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
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Forge 1.14.4 starts regular Minecraft instead of modded.
Novârch replied to TitanicJames's topic in Support & Bug Reports
Twitch launcher is prone to bugs, I recommend you switch to the normal launcher. -
You're right, that name was horrible, I changed it to StandCapability. Figured that one out, code looks like this: I've run into a problem here , as you can see above I'm sending the update packet using this method: INSTANCE.send(PacketDistributor.PLAYER.with(() -> (ServerPlayerEntity) player), new SyncStandCapability(props)) , but I run into some trouble using that in the class you're referring to as I can't get the player, using Minecraft#player would give me the client player, which I can't use, what PacketTarget would be most suitable for use in this class?
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Thanks! I've switched to this: I've created two packets, an update packet and an update request packet, this is their code: I've tried sending them before and after declaring the value of props(the capability), but it does nothing. What am I doing wrong?
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Bump.
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1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
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Problem seems to be in how I'm getting the capability, tried printing out the same value as I should be displaying and it was just 0. Can someone explain to me why with this code the capability doesn't update?
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I'm trying to make a simple GUI that I'm eventually going to turn into a countdown timer, but the text in it doesn't update when it should, I suspect it isn't synced. Here's the code for the GUI's class: I call the render method in RenderGameOverlayEvent.Post in my main class. For more context here's the mod's git repo.
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(solved)[1.15.2] block texture appearing in hand but not placed
Novârch replied to CyberNinja979's topic in Modder Support
The entire log. -
Just tested a mock up of a system like that, works perfectly, thank you!
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Don't think that'll work for what I'm trying to do, I want to change it's animation from common code.
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I'd like to animate my custom entity in another class separate from it's model's class. Can I do this with .java models or should I use .json or .obj models? How would I go about doing this? Here's the model's class on GitHub if it's needed.
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[SOLVED] [1.15.2] Overriding vanilla Nether portal destinations
Novârch replied to Novârch's topic in Modder Support
SOLVED by changing dimension in PlayerEvent.PlayerChangedDimensionEvent. -
Battery share Energy with other battery in inventory
Novârch replied to dyno's topic in Modder Support
You've given literally no context at all, post code, preferably as a Git repository. -
I use PlayerEntity#changeDImension to change my player's dimension, I call this from a client to server packet, this works fine, but it always creates a Nether portal when I call the method, even though I've created a custom Teleporter class and overriden all of the methods from the default Teleporter. The custom Teleporter class looks like this: In theory the above code should do absolutely nothing, but that isn't what it does. For more context see the Git repo of the mod.
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[SOLVED][1.15.2] Problems with PlayerEntity#changeDimension
Novârch replied to Novârch's topic in Modder Support
SOLVED by calling the method through a client to server packet.