Everything posted by Draco18s
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[1.12.2] Item textures not loading for items that change texture with nbt data.
And how do you register those models?
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Capability not working Null point exeption
That's an array, and of course you can store that in a capability.
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Capability not working Null point exeption
Have you synchronized your capability from server to client? Also, which line is line 33 in NenOverlay?
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How to set an IProperty inside block's TE
That was my first guess, but didn't write that because.... I'm dumb, probably. I thought I saw something else?
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Mod for multiplayer on client-side only?
I mean...its still in beta... What'd you expect?
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How to set an IProperty inside block's TE
You are incorrectly setting your block's registry name. This is likely because you are using a static initializer.
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Mod for multiplayer on client-side only?
What you're probably missing is the declaration that tells Forge "this is client only." Its part of the @mod annotation, but I don't remember the necessary syntax.
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Updatetick and scheduleupdate?
See, that's a problem I know how to help with. "Will this work?" isn't. If it did, you wouldn't be here. If it doesn't you haven't stated what your problem is. Similarly "Updatetick and scheduleupdate?" isn't a question. What about those two things? Oooh, they "aren't a thing" any more. Now I know how to help you.
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[1.12.2] On Item Click not working
Oh for fuck's sake diesieben07, you know that's what I meant. I was trying to point out that the name was bad because it was copying a naming schema based on the passed in parameters without thinking about what that schema meant.
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Updatetick and scheduleupdate?
Dunno. Try it and let us know.
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[1.12.2] On Item Click not working
This is a bad name for this variable. The "in" portion of the parameters indicate that it was passed in to the function. If you want to delete the item from their hand, don't return the item.
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How to link Recipe.json to Item?
You don't. Remove the reference to the GameRegistry. You don't need it.
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13.2 LootTableLoadEvent not firing for vanilla loot tables
So? Implement ILootCondition.
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Best way to split a mod into pieces?
This is tricky because you've already started development. If you were starting from scratch and planning on how to do it to begin with out would be easier (and the answer would be to break things into separate mods based on some quantifier).
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[1.12.2] Creating New World-Bound Items After Initilization
I do something like this in one of my mods: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/industry/item/ItemCastingMold.java It has a model defined by its nbt values. I even create a new variant over here in a different mod: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/farming/integration/IndustryIntegration.java Note also that this method can't create new models after the registry events either, though in this case it is because of the way the model bakery works, but there are solutions for more dynamic models (but I didn't need it). You could easily use a colored model for something like metal ingots, which would all use a single predefined model but with a color multiplier that can be whatever value you want. For things like attack damage and durabilit, you're going to want to take a look at this (older 1.10 code that hasn't been updated): https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/item/ItemArtifact.java
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[1.12.2] Item with lost durability can't be used in crafting
(This number is a magic wildcard value, if you were wondering)
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[Solved][1.13.2] Object did not get ID it asked for
Read: complain to the mod's authors.
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blast resistance values
Post your code
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[Solved]1.12 Creating New Harvest Levels?
Harvested. You can break any block with your first if you really want to.
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[Solved]1.12 Creating New Harvest Levels?
By Do you mean... a) can break the block b) can break the block and gives item drops Also: You set your harvest level to 3 (not 4).
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[Solved]1.12 Creating New Harvest Levels?
So, make its harvest level 4. You can absolutely do that, its just an interger.
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recipe not working
What version of Minecraft? If not 1.13, then you need the data parameter on the stone entry.
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GUI messes with TileEntity
You have to send the data back to the client too. https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L94-L99 Note that that may not the best method (and that it is invoked elsewhere when the TE's data changes). It ended up being what worked for me. You will also need to override getUpdatePacket, getUpdateTag, and onDataPacket. https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L174-L189
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[Solved][1.13.2] Object did not get ID it asked for
I doubt it. Do you have the source code? Do you have the author's permission? Have you tried asking the author to fix it?
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New to modding and willing to learn
They're just different IDEs. Some folks like one, some folks like the other.
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