-
Posts
687 -
Joined
-
Last visited
-
Days Won
10
Everything posted by Beethoven92
-
As kiou23 already said, this needs to be a Supplier: private Item repairItem;
-
Show your complete code please
-
Have you tried looking at how vanilla logs are coded? (Or any other block that can be oriented on different axis)
-
i have some problems with my gun mod
Beethoven92 replied to KingplaysYT's topic in Support & Bug Reports
There is a problem with the MrCrayfish gun mod. It seems you are using an outdated version of it -
What version of Forge should I use for modding?
Beethoven92 replied to deathchanter's topic in Modder Support
Latest forge version uses mojang mappings i believe...finding the equivalent of onBlockActivated shouldn't be too difficult...you can look into the code of other blocks that you know are using that method and see what the new name is -
If you are using 1.15 that means you are using old mappings..i don't remember if that function was still unmapped in 1.15, but since you get this error i believe this is the case...so what you can do is search inside the RenderTypeLookup class for a method signature that matches the one you need (setRenderLayer). The class is pretty small and from what i see the method you need is located almost at the bottom of the class code, so you can easilyl find the right one
-
[1.16][Not Solved] need help with OBJ models
Beethoven92 replied to kiou.23's topic in Modder Support
I haven't messed with OBJ models either but..don't you need to specify the texture path in the form modid:item/texture_name here: https://github.com/jvcmarcenes/dicehoard/blob/4e02044bec2bedceebf402ba875ecb9d73593da4/src/main/resources/assets/dicehoard/models/dice/d_six.mtl#L4? After relocating your texture file of course -
This is not the right place to ask something like this, as it belongs to the modder support section. Anyway, i would do it like that: handle the ProjectileImpactEvent.Arrow event and check if the projectile entity provided by the event is a trident entity..you can do this because the trident entity extends from the AbstractArrowEntity class. Then check if the trident is currently enchanted with channeling and also if there is not a thunderstorm currently going on in the world. In case both are true just spawn a lightning bolt at the target entity position. If you look at the vanilla TridentEntity class onEntityHit method you can see: 1) How to check if the trident is enchanted with channeling 2) how to check if there is a thunderstorm in the world 3) how to spawn a lightning bolt entity If nothing of the above make sense for you, since you are new to both coding and modding then i suggest a good look at the Forge documentation (link at the top of the page)
-
Well, if you want your crystals to generate in caves, you surely don't want to replicate the ore generation behavior, since as you already experienced they will be generated also completely enclosed by stone. What you need here is to create your own Feature (look at existing vanilla features for reference) that generates your crystal blocks by checking if the position where your crystal would be placed is, first of all, an air block (and with a solid block below), then you may want to also check surrounding blocks (and probably some blocks above the crystal) and verify that their are also air blocks (or that a certain number of them must be air block, to allow crystals to generate near corners for example). This should at least ensure that your block will generate in open spaces..you can start from that and then refine your generation system as needed.
-
The game crashed whilst rendering entity in world
Beethoven92 replied to CyberCat's topic in Support & Bug Reports
Seems to be caused by some weird interaction between mowzie's mobs and the epic fight mod. Try removing one of them and see if the issue persists..in case, please report the issue to the respective mod authors -
The same concept applies..its plenty of mods out there that already add backpacks, you may want to take a look at their code and maybe start writing down something on your own
-
Well, if you want to render a hat on the player then you need a model to start, yes
-
[Solved] Rendering ProjectileItemEntity 1.16.5
Beethoven92 replied to idev's topic in Modder Support
Oh, nice to know, my bad then! I am still using old mappings. Tip for the next time, whatever a method/field is called, you can use your IDE to see what methods or fields belongs to a certain class..in this case searching for a method with the same signature (return type and parameters) as the one you need and a name that seems to match what you want is a good starting point -
[Solved] Rendering ProjectileItemEntity 1.16.5
Beethoven92 replied to idev's topic in Modder Support
What do you currently need that PacketSpawn class for? Your entity currently doesn't render because you needed to override that createSpawnPacket method as shown above..it is very weird that it gives you an error on that..perhaps something wrong with your IDE? -
[Solved] Rendering ProjectileItemEntity 1.16.5
Beethoven92 replied to idev's topic in Modder Support
What do you mean you duplicated GranateEntity? Please show your whole code..possibly a link to your repository -
[Solved] Rendering ProjectileItemEntity 1.16.5
Beethoven92 replied to idev's topic in Modder Support
Where did you try to override that method? It is a method of the Entity class -
[Solved] Rendering ProjectileItemEntity 1.16.5
Beethoven92 replied to idev's topic in Modder Support
You need to override createSpawnPacket in your projectile entity and return NetworkHooks.getEntitySpawningPacket from it. Otherwise your entity will be present in game but won't render in the client, as you already experienced. You can find more useful infos here: https://github.com/TheGreyGhost/MinecraftByExample/tree/1-16-3-final/src/main/java/minecraftbyexample/mbe81_entity_projectile -
ISM 1.16.3 Not allowing me to create a new world
Beethoven92 replied to Jimbob's topic in Support & Bug Reports
He pretty much already answered to that...then of course it is left to your judgement wether to continue playing with that mod or not..personally i'd listen to what LexManos said if i were you -
I think this mod is perfect for you to get some inspiration on rendering things on the player: https://www.curseforge.com/minecraft/mc-mods/artifacts/screenshots
-
[1.16.5]Determine the block that the player is looking at.
Beethoven92 replied to NoClipMonster's topic in Modder Support
It is not necessarily incorrect the way you are doing it...just you will only be able to use the above code client side..if it is enough for what you are trying to achieve then its good..but if you intend to call this portion of code somewhere else that is not the client side then it won't work due to the presence of client side only classes (like the Minecraft class) -
There is not a specific event for that. You would need to handle the EntityInteract event, check if the entity is a sheep and if the player is holding shears in hand
-
[1.16.5]Determine the block that the player is looking at.
Beethoven92 replied to NoClipMonster's topic in Modder Support
The class i pointed you toward is called DebugOverlayGui. Did you find it? There you can find an example of what you are trying to achieve