Everything posted by Draco18s
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[1.10.2] Model Item loose textures when picked up
You don't need all of these: https://github.com/dustpuppy/wizardmod/blob/master/src/main/resources/assets/thewizardmod/models/item/magic_extractor.json#L4 For any model unless you want the model to be different than the default values present in item/generated. Similarly... https://github.com/dustpuppy/wizardmod/blob/master/src/main/resources/assets/thewizardmod/models/item/iron_wand_0.json#L2 Use item/generated not builtin/generated. Third: Post your log. If models don't load, there's always an error.
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[1.12.1] @ObjectHolder versus IForgeRegistry.getValue()
Sure. Which is why I recommended it.
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[1.12.1] @ObjectHolder versus IForgeRegistry.getValue()
No one said "every time" Lex:
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[1.10.2] Help with custom "crop"
The "click and reset growth" is usually done via right click not left. As for how to handle that, there's a player interaction method in the block class for the block being right clicked. Check for pickaxe, set the growth age back to 0 (or 1 or whatever), drop a shard, and damage the pick (if you want).
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[1.12.1] @ObjectHolder versus IForgeRegistry.getValue()
Lookup performance wise, ObjectHolder is probably faster. After that, it's going to be the same. Personally I'd recommend ObjectHolder.
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[1.12] ContainerItem
Just returning super means you did dick with the function and shouldn't bother with the override at all. So yes, return true and the itemstack you want to stay in the crafting grid. (With d7 ninjaing me by a few seconds)
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[1.12.1] Let new material be used to repair tools in anvil
Either put this in Support & Bug Reports, open an issue on Github, or create a pull request on Github.
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[1.12] ContainerItem
Override hasContainerItem() and getContainerItem().
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Lower flying Ghast entity
You need to copy the AI behavior resposible, modify it, and use it instead of the original.
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[Solved] IllegalArgumentException: Property with invalidly named value [MC - 1.12.1]
Uh... Use the metadata value that that state encodes to in your getMetaFromState?
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[1.11.2] [UNSOLVED] Ore Generation
Neither of those are going to do what he wants. The former will still generate, only now its his ore that generates (and in a location he doesn't want it to). The latter is only useful if he replaces the ore block with stone or we end up in the same situation again: only now its his ore that generates (and in a location he doesn't want it to).
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[Solved] IllegalArgumentException: Property with invalidly named value [MC - 1.12.1]
This line does jack and all. Get rid of it. ModelLoader is SideOnly(CLIENT), you can't have it in common code. You are not using ObjectHolder correctly. If you are assigning the value yourself, you don't need the annotation. You're doing nothing with this hashset except adding things to it. You don't need it. You're registering two different model variants for the same item-metadata combination.
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[1.10.2] Blocks that Re-Texture when clicked depending on what the player is holding
This would be covered by IBlockStates pretty well. All you have to do is properly define your blockstate json.
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[1.12.1] Help with entity code
FFS. They are two different ways of doing the same thing. You either make a common proxy (which is used server side) and extend it for the client proxy, or you make the common proxy an interface which the server and client proxy implement. I never said "I believe ClientProxy should extend" I said I still do it this way, even though it is bad.
- [1.12.1] Help with entity code
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[1.12.x] Item Only Showing Placeholder
Ok, so 1: ModelLoader.setCustomModelResourceLocation( item, meta, new ModelResourceLocation(Reference.PREFIX + id, "inventory") ); item.getRegistryName(), magic. 2: You're registering your item models at the wrong time. You must use the ModelRegistryEvent. 3: you didn't post the log, so there's still the possibility of several problems: The possibility that the file is in the wrong place / misnamed (despite what you've said) The possibility that the file isn't a valid json file (even though it looks like it) The possibility that the texture is in the wrong place / misnamed
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[1.12.1] Help with entity code
I still go by the ClientProxy extends CommonProxy setup myself. <_< Mind, that came in handy when I built my EasyRegistry (they act as a common and client proxy, with the common actually containing a large portion of code, but code that makes no sense to be anywhere else).
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[1.12.1] Help with entity code
Move everything in CommonProxy.class to your main mod class. Then retype the CommonProxy to an interface.
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[1.12.1] A problem with "toggle" functionality in entity processInteract() event
It's called twice. All you have to do is check "is hand == mainhand" in that last if-block. That prevents an empty off-hand from making the "dog" sit.
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[1.12.1] A problem with "toggle" functionality in entity processInteract() event
I don't know, but you can easily fix this by making it do nothing if the hand is the off-hand.
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Item and Blocks are missing textures
Ok, good, you didn't fuck up the usual suspects. Unfortunately I can't identify the problem. :\
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[1.12.1] A problem with "toggle" functionality in entity processInteract() event
The function is called twice: once for each hand. If both hands are empty, the "dog" will get toggled twice in a row. You make no discrimination about which hand is being used (you do identify if the hand is holding food/dye/etc items, but the "dog" only sits when the hand is empty, and if both are empty, you process that interaction twice: sit, then unsit).
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Item and Blocks are missing textures
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[1.12] EntityPlayer#rayTrace never matching entities?
You might actually want the function getMouseOver() in EntityRenderer, it's pretty much what you're looking for (note: this existing method is client-side only and if you need to run the code on the server, you will have to duplicate it).
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[1.12] Specific Player
The bit diesieben07 forgot to say ways, "Use UUIDs"
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