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DavidQF555

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About DavidQF555

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    Stone Miner
  1. I found that looking at the JSON format in this works pretty well, but I guess both codecs and that wiki uses the JSON format so makes sense.
  2. I am working on a mod for a custom dimension and I am trying to change the DimensionSettings, but I have no idea what does what because everything is obfuscated. Specifically, the constructor of NoiseSettings and the constructor in ScalingSettings. Is there any way for me to find out about this? Theres no way I can figure out all the obfuscated fields because everything in the class is also obfuscated and I can't see where its being used without just being confused.
  3. I was creating my custom dimension with a custom biome provider, which I basically replicated off the nether and overworld ones but changed the biome list, and I ran into a problem where I was getting the error,"[Render thread/WARN] [minecraft/BiomeContainer]: Received invalid biome id: -1" spammed. I checked where this is from, and it turns out the BiomeContainer biome int array in the constructor is full of thousands of "-1"s, which I have no idea where they came from. My dimension still fully works though, it just causes a ton of spam in the console, which slows down my laptop like crazy. T
  4. Nevermind, I found out that its in LivingRenderer and I think the glow is rendered by changing the RenderType of the render.
  5. I'm still trying to figure this out, I just ignored it for a bit. I think I can render it for one player if I can just figure out where the glow effect is rendered in the first place. Anyone know where the glow effect is rendered?
  6. The event handler is not being called... Which bus is it meant to be subscribed to? I think I tried all combinations for value and bus, but I might've missed one.
  7. I made the color and I registered it using the forge bus by @SubscribeEvent public static void onHandleColors(ColorHandlerEvent.Item event){ event.getItemColors().register(new CustomItemColor(), RegistryHandler.COLORED_WEAPON::get); } I'm not really sure what to do with the model though because I only have 1 layer with my item but it still does not get colored. This is the model: { "parent": "item/handheld", "textures": { "layer0": "modid:items/colored_weapon" } }
  8. I'm trying to make an item that has different colors that I specified in the itemstack's tags. However, items don't seem to use a renderer. Instead, everywhere that renders an item traces to ItemRenderer.renderItem(), but I can't figure out a way that I can make a specific item be rendered with a different color. Does anyone know how I could do this?
  9. I have a Screen, and I am trying to render a line using hLine(), which I assume is just horizontal line. I'm trying to reach a stopping point on 1.16.1 before switching, so I have outdated mappings. I don't really know what the parameters for it are, but I believe it's (matrixStack, x, y, length, color). However, when I use it, it does not render anything. I swapped around all the parameters and even set them all to 20, which means that I should see the line no matter what. What am I doing wrong?
  10. I am trying to use mouse movements for a hud menu's selection process, but I ran into the problem that the mouse's movements are all set to 0 because the mouse isn't technically even on the screen. Is there a way to get the physical mouse's movement even when the mouse's pointer is not on the screen? The game has to parse physical mouse movements into camera movements somewhere right? So where could I get these physical movements? I've tried using head rotation to solve this, but I've actually given up with the trig required for it. Someone gave me some advice to use GLF
  11. I need to create a basic overlay that is completely visual that appears on key press. I want it to change visually based on conditions, but it should not be focusable. I was told to use the RenderGameOverlayEvent.Post, but I am not really sure if there is a better way to render it than just directly using blit. How should I render it, and are there any good examples of someone creating an overlay?
  12. I need to build a skill tree like gui, so I looked at the advancements, and realized that I might as well make it look the same because it has basically all the required functionality that I need. I want to use a different screen though because I feel no one really looks at the advancements screen and most the advancements are really useless. So I was just going to create advancements and add them to a custom AdvancementScreen. I'm pretty sure I just need to pass in a different ClientAdvancementManager with a different read() method into the Screen to make it work, but I'm confused how to spec
  13. Yeah, I got it. It was fml.toml. I have no idea what changed it though.
  14. A couple days ago, my mod was able to be run, but now I get this exception as soon as I run it: [23:18:52] [main/DEBUG] [ne.mi.fm.lo.FMLServiceProvider/CORE]: Loading configuration Exception in thread "main" [23:18:52] [main/INFO] [STDERR/]: [java.lang.ThreadGroup:uncaughtException:1052]: com.electronwill.nightconfig.core.io.ParsingException: Not enough data available [23:18:52] [main/INFO] [STDERR/]: [java.lang.ThreadGroup:uncaughtException:1052]: at com.electronwill.nightconfig.core.io.ParsingException.notEnoughData(ParsingException.java:22) [23:18:52] [main/INFO] [STDERR/]: [java.lang
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