Everything posted by Budschie
-
Making a portal for a custom dimension
For the teleport code, just look into the /forge setdimension command. That should help.
-
[1.12.2] RenderGameOverlayEvent has no access to player
Why don't you try to port it to 1.15 or 1.14?
-
[1.12.2] RenderGameOverlayEvent has no access to player
Are you sure you need a 1.12.2 mod? There is no disadvantage when you use 1.15.
-
[1.12.2] RenderGameOverlayEvent has no access to player
The more you work on a mod, the harder it will get to "upgrade" your code to a new version, until you reach a point where you should rewrite it entirely.
-
[1.12.2] RenderGameOverlayEvent has no access to player
I'd really recommend you using newer versions, because: They recieve bug fixes. The mods are loading faster due to multi-threading. You can ask for help on this forum.
-
[1.12.2] RenderGameOverlayEvent has no access to player
I'm sure this is an outdated version. Why aren't you modding in newer versions like 1.15?
-
[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
But how can I generate an item mesh from a dynamic texture? Is there any way to do it with vanilla code, or do I have to do it with my own code?
-
[1.15.2] - Custom Structure Gen from NBT
The advantage of my code compared to the structure block is that it has no theoratical block cap.
-
[1.15.2] - Custom Structure Gen from NBT
I think I have done something like that. You can look into my github: https://github.com/Budschie/Deepnether-Mod/tree/master/src/main/java/de/budschie/deepnether/structures
-
[Solved] [1.15.2] Flying Pathfinding
If you want your vampire bats to fly through walls, you can also look at the vex entity and its pathfinding: https://minecraft.gamepedia.com/Vex
-
[1.15.2] My custom recipe type is not working properly [Solved]
You have to use ICraftingRecipe. The crafting table container loads a crafting recipe with this line: Optional<ICraftingRecipe> optional = p_217066_1_.getServer().getRecipeManager().getRecipe(IRecipeType.CRAFTING, p_217066_3_, p_217066_1_); I recently wanted to add a custom crafting type to a crafting table too, and it crashed because of a class cast exception, until I implemented ICraftingRecipe.
-
[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
Is there any way to create an 3-dimensional model from a dynamic texture?
-
[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
I now fixed the issue that I mentioned above as well, but now I have another problem: The item doesn't look like a standard minecraft item (it's just a plane with a texture), and doesn't seem to be translated the right way when you hold it in your hands.
-
[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
Ok, I now fixed the issue I mentioned in the post above, but now I have the problem that the whole texture atlas is used as a texture for my item...
-
[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
@TheGreyGhost Thanks. It works now. But I have a new problem: I am doing something wrong while loading the images of the tool parts: I'm currently using DynamicTexture tex = new DynamicTexture(NativeImage.read(this.getClass().getResourceAsStream("assets/deepnether/textures/item/toolparts/" + stick.getImage(Part.STICK, toolType) + ".png"))); to load a texture, but the stream seems to be "null".
-
Unloading world resets capabilities [1.15.2]
@TBroski You should use the nbt that is provided to you: @Override public void readNBT(Capability<IPlayerHandler> capability, IPlayerHandler instance, Direction side, INBT nbt) { INBT tag = new CompoundNBT(); instance.setjoinWorld(((CompoundNBT) tag).getBoolean("joined")); instance.setChakra(((CompoundNBT) tag).getFloat("chakra")); instance.setmaxChakra(((CompoundNBT) tag).getFloat("maxchakra")); instance.setregenChakra(((CompoundNBT) tag).getFloat("regenchakra")); instance.setcolorChakra(((CompoundNBT) tag).getInt("colorchakra")); instance.setTaijutsu(((CompoundNBT) tag).getInt("taijutsu")); instance.setplayerEyeSlot(((CompoundNBT) tag).getInt("playereyeslot")); instance.setBeNMPoints(((CompoundNBT) tag).getInt("benmpoints")); instance.setPlayerEntityAffiliation(((CompoundNBT) tag).getString("playeraffiliation")); //Keybinds for Jutsu instance.setKeybind1(((CompoundNBT) tag).getString("key1")); instance.setKeybind2(((CompoundNBT) tag).getString("key2")); instance.setKeybind3(((CompoundNBT) tag).getString("key3")); instance.setKeybind4(((CompoundNBT) tag).getString("key4")); instance.setKeybind5(((CompoundNBT) tag).getString("key5")); instance.setKeybind6(((CompoundNBT) tag).getString("key6")); instance.setKeybind7(((CompoundNBT) tag).getString("key7")); instance.setKeybind8(((CompoundNBT) tag).getString("key8")); instance.setKeybind9(((CompoundNBT) tag).getString("key9")); //Jutsu instance.setCloneJutsuBoolean(((CompoundNBT) tag).getBoolean("clone")); instance.setSummoningBoolean(((CompoundNBT) tag).getBoolean("summoning")); instance.setInvisibilityBoolean(((CompoundNBT) tag).getBoolean("invisibility")); instance.setBodyReplacementBoolean(((CompoundNBT) tag).getBoolean("replacement")); //Fire instance.setFireballJutsuBoolean(((CompoundNBT) tag).getBoolean("fireball")); //Water instance.setWaterShurikenJutsuBoolean(((CompoundNBT) tag).getBoolean("watershuriken")); //Lightning instance.setLightningBallJutsuBoolean(((CompoundNBT) tag).getBoolean("lightningball")); //Earth instance.setFlyingStonesJutsuBoolean(((CompoundNBT) tag).getBoolean("flyingstones")); //Wind instance.setGalePalmJutsuBoolean(((CompoundNBT) tag).getBoolean("galepalm")); } You are creating a new CompoundNBT instead of using the nbt that is provided to you.
-
1.15.2 ore generation help
Look at my github, you will find an example of ore generation there: https://github.com/Budschie/Deepnether-Mod/blob/master/src/main/java/de/budschie/deepnether/biomes/BiomeFeatureAdder.java If you want your ore to replace stone, use the vanilla FillerBlockType. I'd recommend you using something like a BiomeFeatureAdder or something like that, because by doing that you can be sure your custom features are registered. Hope this helped.
-
[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
I'm now attaching my custom item renderer to the item like this: new CommonTool(new Item.Properties().setISTER(() -> new Callable<ItemStackTileEntityRenderer>() { DynamicCommonToolRendering r = null; @Override public ItemStackTileEntityRenderer call() throws Exception { if(r == null) r = new DynamicCommonToolRendering(); return r; } })); But it won't run the render method which is defined in DynamicCommonToolRendering(). What have I done wrong?
-
[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
@TheGreyGhost Thanks for replying, but I can't find a static or non-static method in Item.java called "setISTER".
-
[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
The map uses a custom render class. How can I attach a custom render class to an item?
-
[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
@TheGreyGhost Thanks. I'll try it out.
-
[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
Hello. I've now implemented a custom tool crafting system (similar to Tinker's construct) with Modifiers etc. Now I have to generate a texture out of the materials the tool is made of. How can I do that? Thanks for any help.
-
[1.15.2] [Solved] Crafting recipe through code
@diesieben07 Thanks. How do I do that?
-
[1.15.2] [Solved] Crafting recipe through code
By that I mean that I don't wan't my mod to completly override the vanilla IRecipe behaviour, which could lead to some compability issues.
-
[1.15.2] [Solved] Crafting recipe through code
@diesieben07 Thanks. Can I add an IRecipe to a crafting table without overriding something?
IPS spam blocked by CleanTalk.