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About DavidQF555

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    Stone Miner
  1. I'm trying to create a mod that allows the player/entities to equip a tool and use the tool whenever whatever they're doing seems like it needs the tool. For example, I want them to be able to equip a pickaxe and whenever they're mining without a tool, the blocks break as fast as with the pickaxe and fortune or whatever is applied. Of course I'm trying to make this work for multiple tools at the same time to make it a bit more useful. I was able to cover breaking and harvesting blocks with the PlayerEvent.BreakSpeed and PlayerEvent.HarvestCheck events, but I realized that this was not very rel
  2. I mean an item that tints the texture under certain conditions like dyed leather armor but I'm trying to use a block model for an item. IItemColor usually works for normal item models but it isn't working for my item with a block model. Is there some solution to this or should I be doing something else?
  3. I wanted to create a colored Item based on the item's NBT tag data, so I used an IItemColor, which worked well. However, I changed the item's model to that of a block model: { "parent": "block/cube_all", "textures": { "all": "modid:item/custom_item" } } Now, the item is not being colored. How can I color the item model with the NBT tag data? I'm storing DyeColor IDs in the NBT tag to read in the IItemColor instance.
  4. 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.
  5. 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.
  6. 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
  7. Nevermind, I found out that its in LivingRenderer and I think the glow is rendered by changing the RenderType of the render.
  8. 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?
  9. 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.
  10. 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" } }
  11. 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?
  12. 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?
  13. 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
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