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Lemon Lord

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About Lemon Lord

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    Tree Puncher

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  1. Hello, I cannot figure these out. I've failed to find any examples of this code working but I'm trying to implement a sensor so that my entity flees from specific blocks like how piglins do from soul fire. I realise I could use path nodes for this but I want it to behave in accordance with a custom block tag I've set up. My sensor is as such: public class TreemanSensor extends Sensor<LivingEntity> { @Override public Set<MemoryModuleType<?>> getUsedMemories() { // basically just copied over the code from the piglin one until I could spawn TreemanEntity without
  2. Oh, a very good suggestion. There's a message here https://discord.com/channels/313125603924639766/733055378371117127/835920536118493184 that had what I needed thank you again, though I don't know how your CameraCraft3 builds without an annotation processor dependency, that seems to be a requirement now, but hell what do I know? Have an excellent day, dude, thanks again
  3. Alright I went back to 4.1.+ because some stuff wasn't working, here's the entire output for the failed build. To honour the JVM settings for this build a single-use Daemon process will be forked. See https://docs.gradle.org/6.8.1/userguide/gradle_daemon.html#sec:disabling_the_daemon. Daemon will be stopped at the end of the build > Configure project : [MixinGradle] Skipping eclipse integration, extension not found Java: 11.0.9 JVM: 11.0.9+7-LTS(Oracle Corporation) Arch: amd64 > Task :compileJava [22:03:29] [main/INFO]: Writing debug log file accesstransform.log [22:03:29] [main/IN
  4. My mistake the player head thing seems to be a problem with vanilla. Doesn't seem you can just enter a player name and have it get the player anymore, you require the full serialised GameProfile. Works though, so that's good news. Can you link me your project's repo? I'd like to see if I'm doing something wrong. If it's private or local-only, obviously don't worry.
  5. Spiffing! Thank you, read somewhere in some old 1.7.10 cookbook it was '--pass' and when that didn't work I gave up trying. Do you know why player heads still aren't working? I can see my own head but all other heads seem to pause the game to download the texture but then just render as Alex. Is there something additional I need to add to the run configuration to make it connect to api.minecraft.net or is that outside of the reach of forge to begin with? I'm sorry, I don't remember. I downgraded to 3.+ and can't remember how to upgrade back to 4.1.+ though I do know it would take a lot
  6. Update: after running `gradlew clean` I was able to run the wrapper change and then building worked but still confused as to why I had to downgrade, maybe I should've posted this topic in ForgeGradle. Would also like to know if it's possible to generate valid session tokens with the Mod Development Kit so I can test online functionality such as my changes to skin downloading for heads.
  7. Hey lovely forge people, I have a gradle problem. Essentially I updated to gradle 6.8.1 so that I could use ForgeGradle 4.1.+ and now I can no longer build my project (edit: I should specify that I mean I can no longer execute `gradlew build` with any success, running the client works fine. I want to be able to do this so I can get the .jar for my mod). I do have spongeforge mixins. The error I'm getting is `Execution failed for task ':addRefMapToJar'.` I assume this is stemming from the line in my build.gradle that goes: mixin { add sourceSets.main, 'mixins.aome.refmap.json' } whic
  8. No, as I said, I can add the gamerule just fine I just want to figure out how to put the normal GameRules.BooleanValue methods in my AT rather than have to use reflection. Looks like your mod uses reflection though. Edit: this could be an XY Problem, I just want them in the access transformer so I can invoke them directly rather than with reflection invocations. Any alternative to reflection is good with me.
  9. As title asks. It's not as simple as I'd hoped but if you have an immediate answer, there is no need to read the following. If you'd like to know why it's not as easy as simply getting the SRG name and access transformering, please read on. Story time. So I went into the main GameRules class and looked at how that's implemented. It was as follows: public static final GameRules.RuleKey<GameRules.BooleanValue> DO_FIRE_TICK = register("doFireTick", GameRules.Category.UPDATES, GameRules.BooleanValue.create(true)); Nothing too hard, I pulled this over to my own class and tried
  10. Noticed that right after posting and yep that fixed it. Cheers, sorry for wasting your time.
  11. private static final ResourceLocation EMPTY_SWORD_TEXTURE = new ResourceLocation("item/empty_item_slot_sword"); @Override public Pair<ResourceLocation, ResourceLocation> getBackground() { return Pair.of(PlayerContainer.LOCATION_BLOCKS_TEXTURE, EMPTY_SWORD_TEXTURE); } This is the relevant code for the background. The class itself extends SlotItemHandler which is a subclass of Slot. Not sure what else I have to do to make it work
  12. Other posts on this subject seem to be outdated, as mentioned methods no longer exist. I feel like this should be very simple but I need a background for a slot in a custom GUI. I just can't seem to understand how to add an image file from my mod resources to a sprite location. I know sprites have to be within atlas textures and I elected to stitch it to the atlas blocks PNG which I know is publicly referenced in PlayerContainer. I've gone into a TextureStitchEvent.Pre subscriber method and run if(!event.getMap().getTextureLocation().equals(PlayerContainer.LOCATION_BLOCKS_TEXTU
  13. Right, so, I've fixed it but as it turns out I was right about something and wrong about something else. In debugging I must've slipped up because whilst the problem I thought still exists, I forgot commands that use NBT are run server-side and came to the wrong conclusions from the debugging I performed. Also CoFH's 'Archer's Paradox' doesn't actually work, I was wrong about that too, so CoFH released a mod that's base mechanics are bugged haha sucked in The owner-not-registering-client-side problem was as such: if you're moving in front of an arrow after firing it (not too diffi
  14. Might not have put this topic in the right forum, I meant to put it in Modder Support, very sorry.
  15. My mod implements a custom arrow entity that does not appear client-side. It does exist server-side, I can confirm it hits entities and causes damage and can also confirm the entities' existence using commands. This issue seems to be identical to an older 1.15.2 issue presented here: The solution given in this topic is to give the entity the following method override: @Override public IPacket<?> createSpawnPacket() { return NetworkHooks.getEntitySpawningPacket(this); } This works fine for rendering the entity, the texture appears, hitbox appears, everything e
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