Everything posted by Draco18s
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Missing textures problem
It will. If you'd made those changes you would have seen.
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Missing textures problem
1) Why is your "register renderers" called from common code? That shit's client only. 2) Models need to be registered in the ModelRegistryEvent
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BiomeColorHelper [1.12.2]
"Not visible" means that it's private. You need to use Reflection.
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[SOLVED] [1.11.2] Random leaf colors
Turns out that MathHelper.getPositionRandom is SideOnly(CLIENT), which makes it (directly) unusable for me. Ah, but that's just a wrapper function to getCoordinateRandom, which isn't sided. OTOH, I pass my Random instance into a method to get a random position within a circle, followed by several other random calls for a few other things,* so I do actually need a full random instance. *I get the unit circle, multiple by a radius, offset this from the original position, then make up to 8 more [random inside-unit-circle] * [smaller distance] polls, in order to create a randomly placed tight cluster of flowers (plus sometimes I need a boolean random for if the plant can be two-blocks-tall).
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[SOLVED] [1.11.2] Random leaf colors
Yeah I had that problem in 1.7 (where I did my own randomization) before finding a satisfactory result. And I was working with 11 different sprites!
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Tool efficiency issues when overriding vanilla blocks
You can use the standard harvesting mechanisms available to all mod blocks to set the harvest / tool efficiency values. setHarvestLevel
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[1.7.10]Custom Rendered Model Won't Rotate According to Player Position
1.7.10 is no longer supported here.
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[UNSOLVED][1.12.2] JSON item model faces
That would qualify as "supplying your own IBakedModel," yes.
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[UNSOLVED][1.12.2] JSON item model faces
You will need to supply your own IBakedModel for your item.
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[UNSOLVED][1.12.2] JSON item model faces
Items are 3D models generated from a texture. Please describe what it is you want better.
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[1.12.2] Using Registries crashes in ClientLauncher
Use the result: nbt object. e.g.: https://github.com/Choonster-Minecraft-Mods/TestMod3/blob/1.12.2/src/main/resources/assets/testmod3/recipes/guardian_spawner_from_fish_and_sticks.json#L24-L31
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[SOLVED] [1.11.2] Random leaf colors
Yep, that's sufficient. There may be a (very small) bias, but it's not worth worrying about.
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[1.7.10] Assets and Resource folder not being loaded
Sorry, but 1.7.10 is no longer supported here.
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[1.13] Searching a solution for Subitems
I had to, I hadn't understood your post otherwise. ("Afra? what is afra supposed to be?")
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[1.13] Searching a solution for Subitems
Either. With an I. Afraid? I think this is supposed to be "afraid." With an I and a D.
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Help with creating multiblock structure
I have no idea.
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[1.12.2] Using Registries crashes in ClientLauncher
Use JSON recipes.
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Help with creating multiblock structure
Well, CTM is a mod and has to interact with the Java code in order to do its thing. It is the Connected Textures Mod afterall. The mod code is responsible for gathering the extended state information from the adjacent blocks to determine which texture to use. Without that mod, you can't make the textures connect, as the state information is not available. The same goes for models. But no, there is not currently (to my knowledge) a Connected Models Mod.
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Help with creating multiblock structure
Yeah, you can't do this with just resource packs.
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[SOLVED] [1.11.2] Random leaf colors
Oh cool, I'll start using this. I don't think my usage had an observable pattern like that, but I didn't know this existed.
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[1.12.2] Obtaining correct ItemStack objects for Potion Brewing
What I meant was, you could have just changed the word "metadata" to "nbt data" in the paragraph.
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[Solved] Block Update
If you need 100% accurate time, you must use a TileEntity. If you don't you can either rely on random ticks (which works fine for things like growing crops, although I've edited that logic to hell, myself). Or you can use world.scheduleBlockUpdate and pass in a sufficiently large number. I don't recommend using 24000 ticks as the "delay" but to try and encode some of the regrowth in the block's metadata (it doesn't need to change visually). You would still want random update ticks in case the scheduled tick never occurs (again, why to use metadata for some of it: if the scheduled tick gets skipped for any reason, you're only out 6000 ticks, not 24000!).
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How do I make an item not exist unless there is another mod installed?
What you're probably looking for is Loader.isModLoaded("[modid]")
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How do I make an item not exist unless there is another mod installed?
I won't tell you how because you should always register your items.
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How do I make an item not exist unless there is another mod installed?
Don't. Always register your items. If they depend on other mods, just make the recipes conditional.
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