
nat0875
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in short how would i go about making the code for a keybind
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Hello, I'm trying to implement an item into the game but it in my registry handler the second Deferred Registry is crossed out I don't know why I think this is what's causing the issue but I'm not sure? RegistryHandler: package narutoprivatemod.util.items; import narutoprivatemod.narutoprivatemod; import net.minecraft.item.Item; import net.minecraftforge.fml.RegistryObject; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; public class RegistryHandler { public static final DeferredRegister<Item> ITEMS = new DeferredRegister<>(ForgeRegistries.ITEMS, narutoprivatemod.MOD_ID); public static void init() { ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus()); } // only items go here public static final RegistryObject<Item> RASENGAN_SKILL_LERNER = ITEMS.register("Rasengan_Skill_Lerner", ItemBase::new); } ItemBase: package narutoprivatemod.util.items; import net.minecraft.item.Item; import net.minecraft.item.ItemGroup; public class ItemBase extends Item { public ItemBase() { super(new Item.Properties().group(ItemGroup.MATERIALS)); } } Main mod class: package narutoprivatemod; import narutoprivatemod.util.items.RegistryHandler; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import org.apache.logging.log4j.LogManager; import org.apache.logging.log4j.Logger; @Mod("narutoprivatemod") public class narutoprivatemod { private static final Logger LOGGER = LogManager.getLogger(); public static final String MOD_ID = "narutoprivatemod"; public narutoprivatemod() { FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup); FMLJavaModLoadingContext.get().getModEventBus().addListener(this::doClientStuff); RegistryHandler.init(); MinecraftForge.EVENT_BUS.register(this); } private void setup(final FMLCommonSetupEvent event) { } private void doClientStuff(final FMLClientSetupEvent event) { } }
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does it matter if the mod is old what would be the limit you u say of how far back I should look (ex: comparing version 1.15.2 to 1.12.2) would that be to old to learn from
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thank you so much will do
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hey I switched from 1.7 recently to 1.15.2 and am trying to set up a very basic event to print in chat but what do i need to to put in my mod class to launch this event? Event Handler: package NarutoPrivateMod; import net.minecraftforge.event.entity.player.EntityItemPickupEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; public class narutoEventHandler { @SubscribeEvent public void pickupItem(EntityItemPickupEvent event) { System.out.println("Naruto test #1"); } } Main Class: package NarutoPrivateMod; import net.minecraftforge.fml.common.Mod; @Mod(narutoprivatemod.MOD_ID) public class narutoprivatemod { public static final String MOD_ID = "narutoprivatemod"; } (very basic ik just switched from 1.7 and mcreator so lmao)
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i just moved to 1.15.2 from 1.7.10 how do you recommend I learn code Minecraft properly how did you guys out there learn?
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sorry I just felt like you guys wouldn't want to hear some speech about my needs lol
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how to make mana bar 1.15.2
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what do are somethings i need in my mod class to get started I recently came from 1.7 and woah this is amazing
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import net.minecraft.client.model.ModelBiped; import net.minecraft.client.renderer.entity.RenderPlayer; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; public class RenderTutorialPlayer extends RenderPlayer{ public ResourceLocation texture = new ResourceLocation("minecraft:sharingan.png"); public ModelBiped tutModel; public RenderTutorialPlayer() { super(); this.mainModel = new ModelBiped(0.0F); this.modelBipedMain = (ModelBiped) this.mainModel; this.modelArmorChestplate = new ModelBiped(1.0F); this.modelArmor = new ModelBiped(0.5F); this.tutModel = new ModelBiped(0.5f); if(Conditions for the overlay to be rendered){ @Override public void renderModel(EntityLivingBase entity, float par2, float par3, float par4, float par5, float par6, float par7){ super.renderModel(entity, par2, par3, par4, par5, par6, par7); { ModelBiped modelBiped; for (int i = 0; i < 4; ++i) { modelBiped = this.tutModel; GL11.glColor4f(1, 1, 1, 1); this.bindTexture(texture); modelBiped.bipedHead.showModel = i == 0; modelBiped.bipedHeadwear.showModel = i == 0; modelBiped.bipedBody.showModel = i == 1 || i == 2; modelBiped.bipedRightArm.showModel = i == 1; modelBiped.bipedLeftArm.showModel = i == 1; modelBiped.bipedRightLeg.showModel = i == 2 || i == 3; modelBiped.bipedLeftLeg.showModel = i == 2 || i == 3; modelBiped.onGround = this.mainModel.onGround; modelBiped.isRiding = this.mainModel.isRiding; modelBiped.isChild = this.mainModel.isChild; if (this.mainModel instanceof ModelBiped) { modelBiped.heldItemLeft = ((ModelBiped) this.mainModel).heldItemLeft; modelBiped.heldItemRight = ((ModelBiped) this.mainModel).heldItemRight; modelBiped.isSneak = ((ModelBiped) this.mainModel).isSneak; modelBiped.aimedBow = ((ModelBiped) this.mainModel).aimedBow; } modelBiped.setLivingAnimations(entity, par2, par3, 0.0F); modelBiped.render(entity, par2, par3, par4, par5, par6, par7); // Start alpha render GL11.glDisable(GL11.GL_LIGHTING); this.bindTexture(texture); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glAlphaFunc(GL11.GL_GREATER, 0.0F); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); float time = entity.ticksExisted / 10.0F; float sTime = (float) Math.sin(time) * 0.5F + 0.5F; float r = 0.2F * sTime; float g = 1.0F * sTime; float b = 0.2F * sTime; modelBiped.render(entity, par2, par3, par4, par5, par6, par7); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glColor4f(1, 1, 1, 1); GL11.glEnable(GL11.GL_LIGHTING); } } } }
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Trying to make a way where you press a key and it activates a layered overlay on a skin could anyone recommend me to a tutorial on that?
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package net.minecraft.src; public class ModelNew extends ModelBase { //fields ModelRenderer head; ModelRenderer body; ModelRenderer rightarm; ModelRenderer leftarm; ModelRenderer rightleg; ModelRenderer leftleg; ModelRenderer Top_Left_Cage_; ModelRenderer Top_Right_Cage; ModelRenderer Top_Back_Cage; ModelRenderer Middle_Right_Cage; ModelRenderer Middle_Left_Cage; ModelRenderer Back_Middle_Cage; ModelRenderer Back_Bottom_Cage; ModelRenderer Bottom_Left_Cage; ModelRenderer Bottom_Right_Cage; ModelRenderer Top_Front_Cage_Right; ModelRenderer Top_Front_Cage_Left; ModelRenderer Middle_Front_Cage_Left; ModelRenderer Middle_Front_Cage_Right; ModelRenderer Bottom_Front_Cage_Right; ModelRenderer Bottom_Front_Cage_Left; ModelRenderer Neck; ModelRenderer 1nd_Top_Left_Cage_; ModelRenderer 1nd_Top__Right_Cage; ModelRenderer 1nd_Top_Back_Right_Cage; ModelRenderer 1nd_Top_Back_Left_Cage; ModelRenderer 2nd_Middle_Back_Left_Cage; ModelRenderer 2nd_Top_Left_Cage_; ModelRenderer 2nd_Middle_Back_Right_Cage; ModelRenderer 2nd_Top_Right_Cage_; public ModelNew() { textureWidth = 64; textureHeight = 64; head = new ModelRenderer(this, 0, 0); head.addBox(-4F, -8F, -4F, 8, 8, 8); head.setRotationPoint(0F, 0F, 0F); head.setTextureSize(64, 64); head.mirror = true; setRotation(head, 0F, 0F, 0F); body = new ModelRenderer(this, 16, 16); body.addBox(-4F, 0F, -2F, 8, 12, 4); body.setRotationPoint(0F, 0F, 0F); body.setTextureSize(64, 64); body.mirror = true; setRotation(body, 0F, 0F, 0F); rightarm = new ModelRenderer(this, 40, 16); rightarm.addBox(-3F, -2F, -2F, 4, 12, 4); rightarm.setRotationPoint(-5F, 2F, 0F); rightarm.setTextureSize(64, 64); rightarm.mirror = true; setRotation(rightarm, 0F, 0F, 0F); leftarm = new ModelRenderer(this, 40, 16); leftarm.addBox(-1F, -2F, -2F, 4, 12, 4); leftarm.setRotationPoint(5F, 2F, 0F); leftarm.setTextureSize(64, 64); leftarm.mirror = true; setRotation(leftarm, 0F, 0F, 0F); rightleg = new ModelRenderer(this, 0, 16); rightleg.addBox(-2F, 0F, -2F, 4, 12, 4); rightleg.setRotationPoint(-2F, 12F, 0F); rightleg.setTextureSize(64, 64); rightleg.mirror = true; setRotation(rightleg, 0F, 0F, 0F); leftleg = new ModelRenderer(this, 0, 16); leftleg.addBox(-2F, 0F, -2F, 4, 12, 4); leftleg.setRotationPoint(2F, 12F, 0F); leftleg.setTextureSize(64, 64); leftleg.mirror = true; setRotation(leftleg, 0F, 0F, 0F); Top_Left_Cage_ = new ModelRenderer(this, 0, 0); Top_Left_Cage_.addBox(0F, 0F, 0F, 1, 2, 17); Top_Left_Cage_.setRotationPoint(-11F, 0F, -6F); Top_Left_Cage_.setTextureSize(64, 64); Top_Left_Cage_.mirror = true; setRotation(Top_Left_Cage_, 0F, 0F, 0F); Top_Right_Cage = new ModelRenderer(this, 0, 0); Top_Right_Cage.addBox(0F, 0F, 0F, 1, 2, 17); Top_Right_Cage.setRotationPoint(10F, 0F, -6F); Top_Right_Cage.setTextureSize(64, 64); Top_Right_Cage.mirror = true; setRotation(Top_Right_Cage, 0F, 0F, 0F); Top_Back_Cage = new ModelRenderer(this, 0, 0); Top_Back_Cage.addBox(0F, 0F, 0F, 22, 2, 1); Top_Back_Cage.setRotationPoint(-11F, 0F, 11F); Top_Back_Cage.setTextureSize(64, 64); Top_Back_Cage.mirror = true; setRotation(Top_Back_Cage, 0F, 0F, 0F); Middle_Right_Cage = new ModelRenderer(this, 0, 0); Middle_Right_Cage.addBox(0F, 0F, 0F, 1, 2, 17); Middle_Right_Cage.setRotationPoint(10F, 6F, -6F); Middle_Right_Cage.setTextureSize(64, 64); Middle_Right_Cage.mirror = true; setRotation(Middle_Right_Cage, 0F, 0F, 0F); Middle_Left_Cage = new ModelRenderer(this, 0, 0); Middle_Left_Cage.addBox(0F, 0F, 0F, 1, 2, 17); Middle_Left_Cage.setRotationPoint(-11F, 6F, -6F); Middle_Left_Cage.setTextureSize(64, 64); Middle_Left_Cage.mirror = true; setRotation(Middle_Left_Cage, 0F, 0F, 0F); Back_Middle_Cage = new ModelRenderer(this, 0, 0); Back_Middle_Cage.addBox(0F, 0F, 0F, 22, 2, 1); Back_Middle_Cage.setRotationPoint(-11F, 6F, 11F); Back_Middle_Cage.setTextureSize(64, 64); Back_Middle_Cage.mirror = true; setRotation(Back_Middle_Cage, 0F, 0F, 0F); Back_Bottom_Cage = new ModelRenderer(this, 0, 0); Back_Bottom_Cage.addBox(0F, 0F, 0F, 22, 2, 1); Back_Bottom_Cage.setRotationPoint(-11F, 12F, 11F); Back_Bottom_Cage.setTextureSize(64, 64); Back_Bottom_Cage.mirror = true; setRotation(Back_Bottom_Cage, 0F, 0F, 0F); Bottom_Left_Cage = new ModelRenderer(this, 0, 0); Bottom_Left_Cage.addBox(0F, 0F, 0F, 1, 2, 17); Bottom_Left_Cage.setRotationPoint(-11F, 12F, -6F); Bottom_Left_Cage.setTextureSize(64, 64); Bottom_Left_Cage.mirror = true; setRotation(Bottom_Left_Cage, 0F, 0F, 0F); Bottom_Right_Cage = new ModelRenderer(this, 0, 0); Bottom_Right_Cage.addBox(0F, 0F, 0F, 1, 2, 17); Bottom_Right_Cage.setRotationPoint(10F, 12F, -6F); Bottom_Right_Cage.setTextureSize(64, 64); Bottom_Right_Cage.mirror = true; setRotation(Bottom_Right_Cage, 0F, 0F, 0F); Top_Front_Cage_Right = new ModelRenderer(this, 0, 0); Top_Front_Cage_Right.addBox(0F, 0F, 0F, 5, 2, 1); Top_Front_Cage_Right.setRotationPoint(5F, 0F, -6F); Top_Front_Cage_Right.setTextureSize(64, 64); Top_Front_Cage_Right.mirror = true; setRotation(Top_Front_Cage_Right, 0F, 0F, 0F); Top_Front_Cage_Left = new ModelRenderer(this, 0, 0); Top_Front_Cage_Left.addBox(0F, 0F, 0F, 5, 2, 1); Top_Front_Cage_Left.setRotationPoint(-10F, 0F, -6F); Top_Front_Cage_Left.setTextureSize(64, 64); Top_Front_Cage_Left.mirror = true; setRotation(Top_Front_Cage_Left, 0F, 0F, 0F); Middle_Front_Cage_Left = new ModelRenderer(this, 0, 0); Middle_Front_Cage_Left.addBox(0F, 0F, 0F, 5, 2, 1); Middle_Front_Cage_Left.setRotationPoint(-11F, 6F, -6F); Middle_Front_Cage_Left.setTextureSize(64, 64); Middle_Front_Cage_Left.mirror = true; setRotation(Middle_Front_Cage_Left, 0F, 0F, 0F); Middle_Front_Cage_Right = new ModelRenderer(this, 0, 0); Middle_Front_Cage_Right.addBox(0F, 0F, 0F, 5, 2, 1); Middle_Front_Cage_Right.setRotationPoint(5F, 6F, -6F); Middle_Front_Cage_Right.setTextureSize(64, 64); Middle_Front_Cage_Right.mirror = true; setRotation(Middle_Front_Cage_Right, 0F, 0F, 0F); Bottom_Front_Cage_Right = new ModelRenderer(this, 0, 0); Bottom_Front_Cage_Right.addBox(0F, 0F, 0F, 6, 2, 1); Bottom_Front_Cage_Right.setRotationPoint(5F, 12F, -7F); Bottom_Front_Cage_Right.setTextureSize(64, 64); Bottom_Front_Cage_Right.mirror = true; setRotation(Bottom_Front_Cage_Right, 0F, 0F, 0F); Bottom_Front_Cage_Left = new ModelRenderer(this, 0, 0); Bottom_Front_Cage_Left.addBox(0F, 0F, 0F, 6, 2, 1); Bottom_Front_Cage_Left.setRotationPoint(-11F, 12F, -7F); Bottom_Front_Cage_Left.setTextureSize(64, 64); Bottom_Front_Cage_Left.mirror = true; setRotation(Bottom_Front_Cage_Left, 0F, 0F, 0F); Neck.mirror = true; Neck = new ModelRenderer(this, 0, 0); Neck.addBox(0F, 0F, 0F, 6, 37, 1); Neck.setRotationPoint(-3F, -23F, 11.9F); Neck.setTextureSize(64, 64); Neck.mirror = true; setRotation(Neck, 0F, 0F, 0F); Neck.mirror = false; 1nd_Top_Left_Cage_ = new ModelRenderer(this, 0, 0); 1nd_Top_Left_Cage_.addBox(0F, 0F, 0F, 1, 2, 17); 1nd_Top_Left_Cage_.setRotationPoint(-17F, -10F, -13.1F); 1nd_Top_Left_Cage_.setTextureSize(64, 64); 1nd_Top_Left_Cage_.mirror = true; setRotation(1nd_Top_Left_Cage_, 0F, -0.0743572F, 0F); 1nd_Top__Right_Cage = new ModelRenderer(this, 0, 0); 1nd_Top__Right_Cage.addBox(0F, 0F, 0F, 1, 2, 17); 1nd_Top__Right_Cage.setRotationPoint(16F, -10F, -10F); 1nd_Top__Right_Cage.setTextureSize(64, 64); 1nd_Top__Right_Cage.mirror = true; setRotation(1nd_Top__Right_Cage, 0F, 0.0743572F, 0F); 1nd_Top_Back_Right_Cage = new ModelRenderer(this, 0, 0); 1nd_Top_Back_Right_Cage.addBox(0F, 0F, 0F, 1, 2, 17); 1nd_Top_Back_Right_Cage.setRotationPoint(18F, -10F, 7F); 1nd_Top_Back_Right_Cage.setTextureSize(64, 64); 1nd_Top_Back_Right_Cage.mirror = true; setRotation(1nd_Top_Back_Right_Cage, 0F, -1.188569F, 0F); 1nd_Top_Back_Left_Cage = new ModelRenderer(this, 0, 0); 1nd_Top_Back_Left_Cage.addBox(0F, 0F, 0F, 1, 2, 17); 1nd_Top_Back_Left_Cage.setRotationPoint(-18F, -10F, 5F); 1nd_Top_Back_Left_Cage.setTextureSize(64, 64); 1nd_Top_Back_Left_Cage.mirror = true; setRotation(1nd_Top_Back_Left_Cage, 0F, 1.025813F, 0F); 2nd_Middle_Back_Left_Cage = new ModelRenderer(this, 0, 0); 2nd_Middle_Back_Left_Cage.addBox(0F, 0F, 0F, 1, 2, 28); 2nd_Middle_Back_Left_Cage.setRotationPoint(-1F, -25F, 12F); 2nd_Middle_Back_Left_Cage.setTextureSize(64, 64); 2nd_Middle_Back_Left_Cage.mirror = true; setRotation(2nd_Middle_Back_Left_Cage, 0F, -2.230717F, 0F); 2nd_Top_Left_Cage_ = new ModelRenderer(this, 0, 0); 2nd_Top_Left_Cage_.addBox(0F, 0F, 0F, 1, 2, 17); 2nd_Top_Left_Cage_.setRotationPoint(-23F, -25F, -21F); 2nd_Top_Left_Cage_.setTextureSize(64, 64); 2nd_Top_Left_Cage_.mirror = true; setRotation(2nd_Top_Left_Cage_, 0F, -0.1487144F, 0F); 2nd_Middle_Back_Right_Cage = new ModelRenderer(this, 0, 0); 2nd_Middle_Back_Right_Cage.addBox(0F, 0F, 0F, 1, 2, 28); 2nd_Middle_Back_Right_Cage.setRotationPoint(2F, -25F, 13F); 2nd_Middle_Back_Right_Cage.setTextureSize(64, 64); 2nd_Middle_Back_Right_Cage.mirror = true; setRotation(2nd_Middle_Back_Right_Cage, 0F, 2.230723F, 0F); 2nd_Top_Right_Cage_ = new ModelRenderer(this, 0, 0); 2nd_Top_Right_Cage_.addBox(0F, 0F, 0F, 1, 2, 17); 2nd_Top_Right_Cage_.setRotationPoint(23F, -25F, -20F); 2nd_Top_Right_Cage_.setTextureSize(64, 64); 2nd_Top_Right_Cage_.mirror = true; setRotation(2nd_Top_Right_Cage_, 0F, 0.1115358F, 0F); } public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5, entity); head.render(f5); body.render(f5); rightarm.render(f5); leftarm.render(f5); rightleg.render(f5); leftleg.render(f5); Top_Left_Cage_.render(f5); Top_Right_Cage.render(f5); Top_Back_Cage.render(f5); Middle_Right_Cage.render(f5); Middle_Left_Cage.render(f5); Back_Middle_Cage.render(f5); Back_Bottom_Cage.render(f5); Bottom_Left_Cage.render(f5); Bottom_Right_Cage.render(f5); Top_Front_Cage_Right.render(f5); Top_Front_Cage_Left.render(f5); Middle_Front_Cage_Left.render(f5); Middle_Front_Cage_Right.render(f5); Bottom_Front_Cage_Right.render(f5); Bottom_Front_Cage_Left.render(f5); Neck.render(f5); 1nd_Top_Left_Cage_.render(f5); 1nd_Top__Right_Cage.render(f5); 1nd_Top_Back_Right_Cage.render(f5); 1nd_Top_Back_Left_Cage.render(f5); 2nd_Middle_Back_Left_Cage.render(f5); 2nd_Top_Left_Cage_.render(f5); 2nd_Middle_Back_Right_Cage.render(f5); 2nd_Top_Right_Cage_.render(f5); } private void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); } }
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is it possible to make a custom world type of the same type of structures going on till world border my idea i had looks like this this just infinite