Everything posted by Draco18s
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Arrows Do No Damage
*Digs into what the non-state method signature is. Ah, it does look like that, and not part of ITileEntityProvider.* My mistake
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Arrows Do No Damage
And this is why you should always @Override
- IHasBorked.it (lol)
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IHasBorked.it (lol)
Post your ModItems class, as that is the only thing I can see that would be null at that point. That is, ModItems.GARNET is null.
- Help
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Help
I can't see any issue in your video. Also, youtube is a thing.
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[1.12.2] My shapeless crafting recipe isn't crafting?
Also, do not use a 2 character mod ID. Mod IDs are intended to be unique which is why they can be up to 64 characters long.
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Looking for tutorial/guidance for multi-texture models (solved)
Well... 1) Your blockstate file does not contain an inventory variant 2) You didn't show your ModelRegistryEvent Related: IHasModel is stupid and pointless (I will beat this out of you cargo cult programmers eventually). ALL items need models and all the information necessary to register a model is public. Code Style #3. Problematic Code #10.
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Debug Menu(F3) Gui Class
We can't support every version for perpetuity. If someone came by asking how to mod for Forge with Beta 1.5 we wouldn't be able to help them. As in, literally could not help them because no one knows how to do that any more.
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[1.12] Generation boundrys
Which is why, if you're clever, you can generate structures up to 32x32 blocks in size. Had an argument with someone on Discord about this, heh.
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[1.12.2] Stopping Optifine from mirroring a glass texture?
Optifine fucks with shit. Optifine is borderline incompatible with Forge, complain to Optifine.
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Is it possible to rename items without breaking people's saves?
And yes, there's a Forge Missing Mapping event you can subscribe to to update things.
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Cannot override despawn behavior, forge event called once every 32 ticks
In order for idleTime to be > 600, idleTime must, at some point, been equal to 32. If it was 32, Forge fired an event, you denied it, idleTime is 0 again. The rest of the ticks are irrelevant unless you're worried about this line: if (this.canDespawn() && d3 > 16384.0D) Which if you are, you shouldn't be, because that mob is so far away from the player is freaking irrelevant. Make a pull request, then
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Making item models share blockstate models
You need to, in some way, store how many bottles there are in the item stack's data. Then you need to register different models based on that data.
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Mod wont load in dev[solved]
I am are that it is a loading problem. I'm telling you that you need to figure out which one block that does it and identify why, because I can't find the problem just looking at your code.
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Mod wont load in dev[solved]
That's not how that works. You need to identify which block is causing it and then use the Debugger to step through the execution and find out what's returning null when it shouldn't be.
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Mod wont load in dev[solved]
You're going to need to use the debugger (and standard debugging techniques) to figure out which block is causing the problem.
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[Solved] 1.12.2 Custom Particle
This only works if you've told the TextureAtlas about your particle during stitching. If you haven't, then the atlas knows fuckall about your texture.
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[1.12.2] Modding with 1.12.2; my items and blocks have no texture at all
Ah sorry. The JSON error is in reference to your mcmod.info file (you should also fix that) Here's the rubin's problem: Upper case letters are not allowed in resource locations.
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[1.12.2] Modding with 1.12.2; my items and blocks have no texture at all
Your JSON file is bad.
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[1.12.2] Modding with 1.12.2; my items and blocks have no texture at all
Define "not working"
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[1.12.2] Modding with 1.12.2; my items and blocks have no texture at all
This bit: https://github.com/LexiNoctura/FandomCraft-by-Lexi/blob/master/src/main/java/FandomCraft/Zusatz/RegistryHandler.java#L24-L27 Replace those 3 lines with this: ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(),"normal"));
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[1.12.2] [SOLVED] GUI Renders only one color of texture
Oh. Different problem. drawTexturedModalRect assumes textures are both square and 256 pixels wide. Your texture is 30 pixels wide and you're trying to draw all 30 pixels. What's actually being drawn is the top left corner (3.5 pixels worth).
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[1.12.2] [SOLVED] GUI Renders only one color of texture
More accurately, its drawing your texture with no lighting. Even if your texture was white it would render black. You need to disable lighting.
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[1.12.2] [SOLVED] ConcurrentModificationException
In detail: What is this even intended to mean, "for each category in list, add the category to the list?" What?
IPS spam blocked by CleanTalk.