Everything posted by lupicus
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[1.16][Not Solved] need help with OBJ models
For #1 and #3 you can adjust position in json file (this looks about right): { "loader": "forge:obj", "model" : "dicehoard:models/dice/d_six.obj", "display": { "gui": { "translation": [ 10, 3, 5 ] }, "ground": { "translation": [ 9.6, 5, 8 ] } } }
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[1.16][Not Solved] need help with OBJ models
I should've mentioned that I only took assets and no code, sorry about that. For #2, you have 2 texture U coordinates above 1.0 (the last 2 defined in OBJ file). Changing them to 1.0 makes it look correct.
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[1.16][Not Solved] need help with OBJ models
Beethoven92 is correct, you need to change map_Kd line to (map_Kd dicehoard:item/white). I put your files is a test project and the texture loads. (Note: I used your png file and not the jpg in model folder)
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[1.16.5] Parameters of NoiseSettings and ScalingSettings
Look at the Codec in each of those classes, the strings in fieldOf() are for each argument of constructor or load latest 1.16.5 and look at the fields the arguments are stored into. You might want to load the latest 1.16.5, because it should be easier.
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Replacing vanilla recipe not working
I tested your 2 files (unchanged at same locations you mentioned) in a dummy project and it works fine.
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Block Breaking Process
look at the else case when outside [0,10) range in WorldRenderer. So -1 will remove damage.
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Emissive Textures for Entities
You don't need optifine, see spider or enderman renderer (eyes layer).
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[1.16.5] Animated model (possible with json models)
The part of the bell that moves is in BellTileEntityRenderer class and the static parts are in json.
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[1.15.2] Questions about TileEntityRenderer [Solved]
To me a better example might be a shulker box, it is a full cube, but I must admit I'm just guessing what he is doing without seeing his code and assuming it was similar to what I had done. Shulker box works because it uses notSolid() block property, but this will let light go thru it.
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[1.15.2] Questions about TileEntityRenderer [Solved]
The chest example isn't a good one, because they aren't full cubes. It seems when they are full cubes the light passed into render method is 0, which will cause the faces to be dark. You have to get light for neighboring position using WorldRenderer.getCombinedLight for each side that you add to buffer (this seems to be what normal blocks do).
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Changes to .func_242731_b?
I see it in older mappings on 1.16.4. The method is in net.minecraft.world.gen.IDecoratable. I loaded the new version and the method is called "count",
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Changes to .func_242731_b?
.48 is using official mappings, you need to find the proper name to use (I don't have .48 loaded, so I can't tell you what it is suppose to be).
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[Solved] Registering custom flowers as compostable
Good point. Thanks!
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Need a way to change which recipes load based on configs
One way would be to implement ICondition and register it with CraftingHelper. Then you put the condition in recipe json and it performs a check against config settings (code in your ICondition class). If the condition passes then recipe is loaded otherwise it is skipped. It seemed to work for me, just a little painful. Not sure how you do other mods without shipping modified versions of their json files.
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[Solved] Registering custom flowers as compostable
Maybe try using FMLCommonSetupEvent to do the call to put() instead of main constructor.
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To do something after all mods have been loaded
Maybe try using FMLLoadCompleteEvent
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can someone help with server crashing
Looks like Wonderful Enchantments has problems, try and remove it.
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[1.16.4] Change Biome RainType through Reflections Casting error
You don't need to use reflection for this. Sorry my code wasn't good. Try this: Climate climate = event.getClimate(); event.setClimate(new Climate(RainType.SNOW, climate.temperature, climate.temperatureModifier, climate.downfall)); FYI: you will not see snow in higher temperature biomes
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[1.16.4] Change Biome RainType through Reflections Casting error
A Biome object and Biome.Builder object can't be cast to the other type. The easier way to do this is by using the BiomeLoadingEvent, then you can do: event.getClimate().precipitation = RainType.SNOW;
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[1.15.2] Order of vanilla terrain generation stages?
the order is RAW_GENERATION, LAKES, LOCAL_MODIFICATIONS, UNDERGROUND_STRUCTURES, SURFACE_STRUCTURES, STRONGHOLDS, UNDERGROUND_ORES, UNDERGROUND_DECORATION, VEGETAL_DECORATION, TOP_LAYER_MODIFICATION oops, that is 1.16 order, here is the 1.15 order RAW_GENERATION, LOCAL_MODIFICATIONS, UNDERGROUND_STRUCTURES, SURFACE_STRUCTURES, UNDERGROUND_ORES, UNDERGROUND_DECORATION, VEGETAL_DECORATION, TOP_LAYER_MODIFICATION
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[1.16.4] Entity Spin, Help Please
Spinning can happen when the entity is told repeatedly to go to a location which it is basically at already, i.e. the tolerance (proximity) check (usually based on the entity width) fails to detect it is basically there and prevents it from proceeding along the path. So, I don't know anything about your code, but you might check your entity declared width.
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The killing crash
seems A.V.A - Alliance of Valiant Ar|ava is having problems, try removing it
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[1.16.4] IVertexBuffer color method issue
I just inserted your line into example mod doClientStuff: private void doClientStuff(final FMLClientSetupEvent event) { // do something that can only be done on the client LOGGER.info("Got game settings {}", event.getMinecraftSupplier().get().gameSettings); ClientRegistry.bindTileEntityRenderer(ModTileEntities.INFUSER_BLOCK, (trd) -> new InfuserBlockRenderer(trd)); } Here is my dummy block and tile entity (nothing really special going on here): public class InfuserBlock extends Block { public InfuserBlock(Properties properties) { super(properties); } @Override public boolean hasTileEntity(BlockState state) { return true; } @Override public TileEntity createTileEntity(BlockState state, IBlockReader world) { return new InfuserTileEntity(); } } public class InfuserTileEntity extends TileEntity { public InfuserTileEntity() { super(ModTileEntities.INFUSER_BLOCK); } public boolean containsFluid() { return true; } } I played with my version and found that if I remove the notSolid() property when I create the InfuserBlock then it looks black. If you change your properties then you might need to place a new one down.
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[1.16.4] IVertexBuffer color method issue
Not sure where your problem is at, but the render code is good. I hacked it in 1.16.4 example mod and didn't change a thing in the render class and used a brick slab model for the infuser block and I got this
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