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Posts posted by Novârch
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Use @ObjectHolder, it takes care of everything for you.
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1.7 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
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1.8 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
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6 hours ago, Nicholas Hammond said:
but I've kept the code it already created
You shouldn't, it's terrible.
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1.7 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
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1.8 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
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4 minutes ago, TallYate said:
So this should work?
Most likely, also why aren't you ever returning ActionResultType.SUCCESS?
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3 minutes ago, _vertig0 said:
clash with the base physics in AbstractArrowEntity anyway and go all wonky
Maybe you could replace all of the arrow entities entirely? Canceling either the usage of the bow or the spawning of the arrows.
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11 minutes ago, _vertig0 said:
I know ASM and coremods should only be used when absolutely necessary
This doesn't seem like a good use case for ASM.
11 minutes ago, _vertig0 said:LivingUpdateEvent
Thing about this for a second, are arrows living? Of course they aren't, arrows extend Entity and implement IProjectile.
In my opinion you should cancel one of the many events (maybe ArrowLooseEvent?) that references arrows and implement your own physics there.
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1 hour ago, StupidXrayUser said:
Mine is kinda different It just stucks on the downloading screen (from minecraft launcher) and freezes for a 5-10 seconds and dont work. i just pressed 'Play' button again but it didnt work for the image : https://hizliresim.com/lB0ZFB
1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
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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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1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
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3 minutes ago, Stanlyhalo said:
Well damn, that actually worked, mind explaining why this is?
Did you read the log? Line 7 shows it's an error in your config.
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15 minutes ago, Stanlyhalo said:
I'm making a 1.15.2 mod because I wacrash-2020-06-08_11.21.44-client.txtnted to updated my mod from 1.12.2, since there different I just moved all my textures and .JSON files over, and updated them. I uploaded my crash-report file.
Try deleting your entire config folder.
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12 minutes ago, Stanlyhalo said:
I have this same issue, but I'm creating a mod, I did copy+paste some of my textures and json files into the newer version and updated them because I'm making an updated version to 1.15.2, why am I getting this now?
Make your own thread, your issues are most likely unrelated.
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On 3/7/2020 at 9:12 PM, Stanley50z said:
@WolfHybrid23 How did you fix your mod.toml file? I am having the same issue
2 hours ago, Stanlyhalo said:What did you fix in your mods.toml file?
Make your own threads, you're most likely experiencing a different issue.
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3 hours ago, WDNinja said:
now it is on that location but when i try to put:
it doesn't load the texture
I have no idea what you mean, update your git repo.
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I'd recommend a modeling program like Blockbench, it's what I use for all the models in my mods. It has a built in brush tool for creating a texture, but I'll usually use Photoshop or something if I want the texture to look a bit better, if you're trying to make a default block model, I believe it's just a 16x16 cube, hope this helps!
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On 5/28/2020 at 1:10 PM, damiendada said:
Hi, I agree the amount of RAM is very important for the fluidity of the game
Wrong in Minecraft's case, more than 3gb of ram allocated to the vanilla game will just degrade performance, too much ram is useless and slow.
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4 hours ago, WDNinja said:
here is the error that i keep getting :
You're texture should be in resources/assets/modid"/textures/items.
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10 minutes ago, Slastic said:
TotemPos.get(playerIn).add(pos.getX(), pos.getY(), pos.getZ());
So I would add to it like this, right?
The list HashMap is registered as told
public static HashMap<PlayerEntity, BlockPos> TotemPos = new HashMap<>();
No, use HashMap#put, please read up on HashMaps, they're really useful. Think of the PlayerEntity as the index of the BlockPos, HashMaps don't have normal indexes, try printing out a HashMaps's values and you'll get an order different then the order you added them in.
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I've made a custom item that stores a player's capability in it's NBT. The item works fine except when I use it for the first time it consumes the player's capability(resets it's values to 0), but doesn't store it. All subsequent uses of the item work flawlessly.
Here's a link to the item's class on GitHub.
Edit: Solved by updating the NBT tag twice, I have no idea why this fixed it.
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22 hours ago, Slastic said:
for each individual player
To get a value from a HashMap you need a key, in my case a PlayerEntity, if you want to store a BlockPos for each individual player then you will make a HashMap with PlayerEntity as the key and BlockPos as the value (HashMap<PlayerEntity, BlockPos>), then you will get the BlockPos by calling HashMap#get with your player as the parameter.
FireworkRocketEntity should fire ProjectileImpactEvent
in Suggestions
Posted
What about when they're fired from a crossbow?