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About squidlex

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  1. I'm working with AABBs and was wondering if anyone knows a simple way to make them visible? Thanks for your help!
  2. Hi there! I was wondering if it's possible to temporarily rotate the player's camera, and if so where to start? By this I don't mean turning the player, but as in rotating the camera around the center point of the screen, as such that a 180 degrees turn would have the sky in the bottom half and blocks in the top half of the monitor. Thanks for your help!
  3. Hi there! Essentially, I was wondering if there's anyway to check if the world is running (as in not paused) on the server side? Thanks for your help!
  4. Hi there! I'm currently trying to stop the player from sprinting using: event.player.setSprinting(false); in the PlayerTickEvent event. This works for double tapping w, however the player can still sprint by holding Left-Control. Here is my full Class for reference: package com.elenai.elenaihardcore.event; import com.elenai.elenaidodge2.api.FeathersHelper; import com.elenai.elenaihardcore.capability.sprint.SprintProvider; import net.minecraft.entity.player.ServerPlayerEntity; import net.minecraftforge.event.TickEvent; import net.minecraftforge.event.TickEvent.Play
  5. Hi! I am creating my potion recipes using the BrewingRecipeRegistry.addRecipe() method however I am experiencing some overwriting issues in-game. Here is my code: BrewingRecipeRegistry.addRecipe(Ingredient.fromStacks(PotionUtils.addPotionToItemStack(new ItemStack(Items.POTION), FEATHERS)), Ingredient.fromStacks(new ItemStack(Items.REDSTONE)), PotionUtils.addPotionToItemStack(new ItemStack(Items.POTION),LONG_FEATHERS)); BrewingRecipeRegistry.addRecipe(Ingredient.fromStacks(PotionUtils.addPotionToItemStack(new ItemStack(Items.POTION), FEATHERS)), Ingredient.fromStacks(new
  6. Hi there! I have a mod that stores values inside the player as Capabilities and am thinking of switching over to using attributes instead. It currently stores integer values for weight, stamina and stamina regeneration for each player, which are accessed on both the Client and Server frequently for GUI and Logic. I'm not too familiar on the attributes system so if anyone has the time to answer these questions I would really appreciate it! Is it worth switching from Capabilities to Attributes for these values? How would I go about creating custo
  7. I have imported my project from GitHub in order to streamline my development, however I am experiencing the above issue. My mods.toml file is as such: modLoader="javafml" loaderVersion="[35,)" license="All rights reserved" [[mods]] modId="elenaidodge" version="2.0.4" displayName="Elenai Dodge 2" #displayURL="https://www.curseforge.com/minecraft/mc-mods/elenai-dodge-2" credits="ElenaiDev" authors="Elenai" description=''' Placeholder ''' [[dependencies.elenaidodge]] modId="forge" #mandatory mandatory=true #mandatory versionRange="[35,)" #mandatory ordering="NONE"
  8. Sorry to be a hassle, but what command line instructions do you use? I'm using gradlew genEclipseRuns gradlew eclipse
  9. Okay well sorry for taking up your time as the issue is on my end. Thank you!
  10. Thank you and I thought as much, however when I do this the mod is still present at runtime. repositories { maven { name = "CurseForge" url = "https://minecraft.curseforge.com/api/maven/" } } dependencies { minecraft 'net.minecraftforge:forge:1.16.5-36.0.42' compileOnly "tough-as-nails:ToughAsNails-1.16.5:" } This wouldn't matter, however I'm experiencing an issue where my workspace is refusing to import access transformers from other mods, so when tough as nails is run as a dependency I get a crash.
  11. Hi! My mod has integration for a bunch of other mods that I don't want to run in my testing environment, however I need the import to ensure I can actually build my project. Is there a way I can only import them at runtime?
  12. Thank you! And it is but it seems to get the job done 😉
  13. I see, thank you. What I meant was I'm calculating how high to render my GUI by using this. int rows = MathHelper.ceil(dodges / 20.0F); int rowHeight = Math.min(Math.max(10 - (rows - 2), 3), 10); int top = (screenHeight - ForgeIngameGui.right_height) - ((rows * rowHeight) - 10); Which seems to make room for other mods. Is there a way to maintain this effect whilst not having my GUI cancelled when the render event is canceled if it is ElementType.FOOD?
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