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DietmarKracht

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Everything posted by DietmarKracht

  1. So you are more the type of "give me some code i can copy and paste cuz i don't want to understand the concept thats going on here"? The documentation on capabilities is perfectly fine. They function as the exact purpose you just described in your first post. So give it a try at least. I doubt you are under strict time constraints and need to finish porting your mod within the next week....
  2. Capabilities are not that hard to understand....
  3. You can get the client Player by calling Minecraft#getInstance#getPlayer
  4. Subscribe to PlayerRenderEvent.Pre and cancel it.
  5. You need to register your Attributes void to the Mod Eventbus.
  6. well you do not render your model. Inside your renderToBuffer method you need to render all ModelRenderers that you want to show
  7. For the mob spawning you could check when an entity joins the world (EntityJoinWorldEvent) and cancel that within a certain radius to your block. For the melting you would either use the randomtick of your block and manually melt ice around or use a tileentity for that
  8. You do not need to cancel the event. You need to set the GUI of the event to yours.
  9. So i solved this by using blockstates for the intermediate state where the block would not update and schedule a tick after the given amount of time. Then in the tick() method of the block i do my logic when the blockstate matches my intermediate state.
  10. I want to know how i can schedule changes to a blockstate after a certain amount of time. I want to change the blocks state of my block on right click after some seconds to render an animation during this time. How would i approach this?
  11. So i used a global list storing the entities affected by the freeze effect and manually ticked their effect in ServerTickEvent
  12. So as far as i can see this event is not even used by forge. Also refering to the documentation it would not fit my need.
  13. I don't think so, cuz i would need to modify vanilla entities for that.
  14. Is there a way to completely stop an entity from moving (including head, limbs...) for a certain amount of time? I have an effect that should freeze the entities. If i set their motion to 0 they can still move their legs or head. That effect is my effect and it should be able to be applied to all enemies.
  15. It is just for my potion effect but for all entities
  16. I need to get the active potion effect of an entity, but on the client side, since i need to render this entity based on the potion effect. Is there a way to sync the entities effects to the players client?
  17. https://championash5357.github.io/ChampionAsh5357/tutorial/minecraft/1.16.1/items/armor
  18. Does anyone know how to create a custom texture atlas? Currently i just stitch my textures to the chest atlas in TextureStitchEvent.Pre. But actually i want them to be stitched to a custom atlas. The atlas map from the event is final and can't be modified.
  19. Check out mcjty. He has tutorials on dimensions in 1.15 and porting them to 1.16 https://wiki.mcjty.eu/modding/index.php?title=YouTube-Tutorials If you need custom dynamic dimensions you should check out hyperbox: https://github.com/Commoble/hyperbox
  20. I am not using mojang mappings, but i think you need to use the combinedLight and combinedOverlay for rendering. Like this: renderer.renderItem(stack, ItemCameraTransforms.TransformType.FIXED, combinedLightIn, combinedOverlayIn, matrixStackIn, bufferIn);
  21. You need to get the MinecraftServer from a ServerPlayer first. Then use MinecraftServer#getWorld and use the target world registry key. You can find the vanilla registry keys in the World.class
  22. Always debug to see if your methods are called. Use breakpoints or logging
  23. It is teleportTo iirc. Check the parameters. Though you need a serverworld as the targetworld
  24. Where do you register your tile entity renderer?
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