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Everything posted by Thorius

  1. Today I started Eclipse and I got this error message: Project 'MyProject' is missing required library: 'C:\Users\MyUsername\.gradle\caches\modules-2\files-2.1\cpw.mods\grossjava9hacks\1.3.0\1a922de964d0c19d864fbcba2678c1a1c4602c35\grossjava9hacks-1.3.0.jar' The only thing I did yesterday was writing some code and running 'gradlew build'. I didn't change any settings or touch anything java related. Why did this error appear? The only thing I can think of being responsible is some weird shortcut.
  2. That shouldn't happen because of the sinus and cosinus, at least it didn't happen in my tests.
  3. The easiest solution is to change the position of the bullet before it is spawned. It will however slightly mess with your aim, so take that into consideration. An example code written in 1.15.2 (in 1.16.5 it is propably something similar): float rot = playerEntity.rotationYaw/180.f*3.14159f; //Converts the player rotation to radians float z = MathHelper.sin(rot) * 0.3f; //the multiplier (0.3f) defines how much is the bullet moved to the right float x = MathHelper.cos(rot) * 0.3f; //this and the former equation localizes the bullet to the rotation of the player //the subtrahend 0.5f c
  4. I mostly saw this issue with modpacks that were missing dependencies. The problem is, the crash is not Botania's fault. It might still crash with other mods. A modlist might be usefull.
  5. The crash might be related to ctm or ctm dependent mods.
  6. What do you mean by opening? Are using it in the Minecraft launcher or are you trying to run the installer?
  7. Does it work without Botania? Some configurations might randomly change the data sent to botania which then causes an exception.
  8. I managed to find a solution. Instead of the above method i do this: private static final ResourceLocation MOLTEN_METAL_TEXTURE = new ResourceLocation("textures/block/lava_still.png"); private static final RenderType RENDER_TYPE = RenderType.getEntitySolid(MOLTEN_METAL_TEXTURE);
  9. Well if you (Tatuck) want to know more about the subject, look into trigonometry. (in case you're not familiar with it) I think you can find many good explanations on the internet, maybe videos will be helpfull. I think you can learn the basics of trigonometry pretty fast and then you can do so much more with 3D coordinates.
  10. I wrote this in 1.15.2. The angle is given in radians. In any case you should test this solution whether or not it creates some errors in some special cases.
  11. @SubscribeEvent public static void soundAngle(PlaySoundEvent e){ ClientPlayerEntity player = Minecraft.getInstance().player; if(player != null) { //the event also triggers in the main menu, so this avoids crash ISound sound = e.getResultSound(); double x = sound.getX() - player.getPosX(); //gets the position relative to the player double y = sound.getZ() - player.getPosZ(); double angle = Math.atan2(y, x); //converts two sides of a rectangle to an angle given in radians player.sendChatMessage(String.valueOf(angle)); } } Something like this shoul
  12. Sorry for the delayed response, but i still have issues. I managed to render the face, however, what I get is a collection of all the textures. Changing the texture location (for the material) does nothing and although i could display my texture with some magic numbers, it would be a terrible and unstable solution. So my question is, how do i get the texture dependent UV coordinates or in case the texture is bound the wrong way, how do i do it correctly? My code: @SuppressWarnings("deprecation") public class CrucibleRenderer extends TileEntityRenderer<CrucibleTileEntity>{
  13. Hello, actually i would like to know two things about TER. My first issue is that unless i use a VoxelShape that is not a full block, the models that i render are dark. I tried many things to solve the problem, but none of them worked. In any case, it would be better if didn't have to change the VoxelShape of the block. My other issue is that i don't know how to attach a texture to a face drawn with the vertex builder. I can't find any good examples. Thanks in advance!
  14. You have to run the forge jar and not the minecraft_server one.
  15. For the client you have to select the location of your minecraft installation, .minecraft
  16. The place where you installed the server with forge should have a folder named mods propably. Put your mods in there.
  17. To spawn arrows, something like this would work: @Override public void onUsingTick(ItemStack stack, LivingEntity player, int count) { if (!(player instanceof PlayerEntity)) { return; } PlayerEntity playerEntity = (PlayerEntity)player; World worldIn = player.world; if (!worldIn.isRemote) { AbstractArrowEntity abstractarrowentity = new ArrowEntity(worldIn, playerEntity); abstractarrowentity.shoot(playerEntity, playerEntity.rotationPitch, playerEntity.rotationYaw, 0.0F, 10.0F, 1.0F); abstractarrowentity.setIsCritical(true);
  18. You have to create a new bullet entity class but you can use the snowball as a template. In kinematics there's not much difference between a snowball and a bullet. If it looks and hurts like a bullet then it's a bullet. But you have to register it as a new entity.
  19. The snowball entity class is actually very good as a template for bullets. You just have to add damage and change its skin. I don't think you have any advantages if you use the arrow class.
  20. It could look like this: package com.thoriuslight.professionsmod.item; import net.minecraft.entity.LivingEntity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.entity.projectile.SnowballEntity; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.item.Items; import net.minecraft.util.ActionResult; import net.minecraft.util.Hand; import net.minecraft.util.SoundCategory; import net.minecraft.util.SoundEvents; import net.minecraft.world.World; public class BOWTEST extends Item{ public BOWTEST(Properties builder) { super(builder
  21. Hello, I want to apply bonus damage to my weapon if the attacked entity meets the criteria. However, onLeftClickEntity(ItemStack stack, PlayerEntity player, Entity entity) disables the normal attack damage because of the invulnerability after taking damage. Maybe i could get this working but what would be the best and least ugly way to implement this feature? I really appreciate any help you can provide.
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