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Niprow changed their profile photo
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[1.15.2] ClientPlayNetHandler and ServerPlayNetHandler
you send minecraft packets via the the <Dist>PlayNetHandler and for your own look into the docs SimpleImpl
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[1.15.2] entity as light SOURCE
thanks even if it's frustrating
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[1.15.2] entity as light SOURCE
I want my entity are a light source not only be bright (with texture). It's a living entity with a SegmentedModel. Are there examples? Is it a question of a RenderType or something else? And what do I have to do to change the light to blue?
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Get amount of blocks mined from Statistics 1.
see: ClientPlayerEntity#getStats StatisticsManager#getValue(Stat<?>) StatType#get //for one block StatType#iterator //for all existing and you have to say minecraft on the client side that you want the stats with Minecraft.getInstance().getConnection().sendPacket(new CClientStatusPacket(CClientStatusPacket.State.REQUEST_STATS)); and you don't need to go over CUSTOM
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[1.15.2] How to clear/reset the chat ?
If you look in the code yourself you may not have to wait for such a long time. But here it is: NewChatGui#clearChatMessages good luck ?
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[1.12] Getting existing chest gui/items
where do you call that? edit: sorry do not read 1.12 cannot help you and generally it is not longer supported at this forum
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[1.15.2] Animating an entity model
I would make it so that I would somehow store what is to be rendered in the renderer and then control it with a boolean. I would then synchronize this boolean with SimpleImpl or whatever
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[1.15.2] Animating an entity model
you can just animate it in the renderer
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[SOLVED] [1.15.2] Rotate Player's model
not really the position of the entity is still the same. But of course the rotation of the model is dependent on the rotation point. And it looks to me that it would be harder than just rotate one axis.
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[SOLVED] [1.15.2] Rotate Player's model
you should use the MatrixStack of the event (RenderPlayerEvent.Pre#getMatrixStack)
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Block texture showing up in inventory, but not placed.
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How do i make a block do stuff, if i aim at it and press a specific key on keyboard?
Oh where could forge hide key-bindings? Maybe in the class KeyBinding? and for clean code that could be a PacketHandler class with a Message class: public class PacketHandler { private static int IDs = 0; private static final String PROTOCOL_VERSION = "modid"; public static final SimpleChannel INSTANCE = NetworkRegistry.newSimpleChannel( new ResourceLocation("modid", "main"), () -> PROTOCOL_VERSION, PROTOCOL_VERSION::equals, PROTOCOL_VERSION::equals ); //called in pre_init public static void init() { INSTANCE.registerMessage(IDs++, Message.class, Message::decode, Message::encode, Message::consumer); } private static class Message { //some stuff protected static void consumer(Message chantal, Supplier<NetworkEvent.Context> justin) { //where you have to handle the stuff that contains chantal and maybe justin } protected static Message encode(PacketBuffer johan) { //where you get the stuff from johan and have to put it in your message return null; } protected static void decode(Message martin, PacketBuffer johan) { //where you have to write the stuff into johan out of martin } } }
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How do i make a block do stuff, if i aim at it and press a specific key on keyboard?
no no you do not have to and you could just create a new constructor? please show your code
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Block texture showing up in inventory, but not placed.
- Block texture showing up in inventory, but not placed.
yes in: run-> logs-> latest.log - Block texture showing up in inventory, but not placed.
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