Everything posted by Draco18s
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[1.11.2] NBT is not read correctly
I can't see what's wrong. I don't like the way you've constructed your packet class (or its name), but it looks like it's doing safe things and as far as I can tell the TE is correctly saving its data to disk and reading it back again. So I'm not really sure what's up.
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[solved] Rendering lasers
The only problem would be if the origin of the beam (where you placed the entity) was in an unloaded chunk for another player. But other than that, probably not. And you can fix that by breaking the beam up into smaller chunks.
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[solved] Rendering lasers
A TESR will not help you here. TESRs are for blocks. For this, EntityFX is probably the best route, although you could conceivably also hook into one of the render events and do it there too, but an Entity will automatically sync with all clients.
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[SOLVED][1.10.2] Gui open when the event is cancelled
Good job not reading the thread. He can't do this client-side-only because he needs to know if the user is ALLOWED TO OPEN IT which is information only the server has.
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[Un-solved] How are blocks rendered
Nah, he's trying to do something else. I think.
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[1.11.2] Help with custom TNT texture
That doesn't even make sense. There are exactly 2 types of JSON file: - Model - Blockstate Every block that has more than one state uses both. All other blocks don't need the blockstate file.
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[1.11.2] Help with custom TNT texture
1) [19:56:14] [Client thread/WARN] [FML]: * The object Block{cmo:blocklithium_block} has been registered twice for the same name cmo:blocklithium_block. You have a block being registered under the same name as another block 2) Caused by: java.io.FileNotFoundException: cmo:models/item/blockjohnny_tnt.jso Caused by: java.io.FileNotFoundException: cmo:blockstates/blockjohnny_tnt.json You have missing JSON files. Or they're in a different place than they should be.
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[Un-solved] How are blocks rendered
Not as bad as you're thinking. You need thousands of them. All being rendered at the same time. If the TE itself isn't ticking, it doesn't apply any impact. You're not overriding a vanilla block, you're extending it. Hahaha no. While you could certainly tell Forge, "the client doesn't need my mod" and the client will connect, they're not going to see all the special blocks and items you've added. This custom barrier block thing-a-jig you're making? That requires the code to exist on the client for it to work.
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Rendering Big Sword
Would be better if you created a git repo and hosted it on GitHub Basically, you need to fiddle with the display tag of your item model.
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[SOLVED] Forge Blockstate not working
For example I have this IStateMapper: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/flowers/states/StateMapperFlowers.java#L23 Which handles the "upper/lower" halves of my two-tall flower block (not all variants have a valid tall state). I register it through my EasyRegistry class (which is the proxy/client proxy of a library mod) https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/flowers/OreFlowersBase.java#L93 https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L57 Note that IStateMapper is client side only so I had to finagle things to work properly. I am not sure how I would do this using the Registry events.
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[1.11.2] The model is not loaded
https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/block/BlockTanner.java#L90-L104
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[1.11.2] The model is not loaded
Caused by: com.google.gson.JsonParseException: Expected between 1 and 6 unique faces, got 0
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Nothing from resources really load
Question, those folders, are they named "assets.trim" or are they actually two canonical folders and your IDE is just displaying it that way? That is, what does Windows see?
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Does MC reuse Entity Ids
GuiIvVillagerInfo does not interact with the UUID. There is a distinct lack of the string "UUID" in that file.
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[Un-solved] How are blocks rendered
This is a horrible idea. Bad modder, no cookie. Core mods are not allowed here. I suspect the easiest way to do what you want to do will be to use a TESR, although I don't know if it would be possible using a FastTESR, but if so, that would be better.
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[1.11.2] Item slot
- [1.11.2] [Solved] Worldgen only at surface in sand/gravel, and only near water
I suggest making the block not-falling and working out what the position it is that it finds and figuring out how to offset it from there to where you actually want it.- Mods Not Showing Up
I don't think he's programming a mod, I think he's trying to run one. Which means he needs to be over in Support and Bug Reports.- [1.11.2] [Solved] Worldgen only at surface in sand/gravel, and only near water
Can See Sky is probably a bad choice. You will probably want to look for skyLight > n, where n is some value > 0 and <= 15. Right now I think you're code will end up looking for water in the tree tops.- optifine
You should try asking them.- Item.getItemFromBlock() returns AIR
Ew. What will you do when you want to use the same class for more than one block?- [SOLVED][1.11.2] onBlockActivated doesn't work
What happens if you put an @Override annotation on it?- Manually fire forge event
Yes there is. Try again.- [Any Version] Nested classes: where and when
This makes sense...in vanilla. If you're making a mod and want to expose your block properties, then the enum should be exposed (but not necessarily the block) in an API.- TileEntity Issue with rendering|| 1.11.2
- [1.11.2] [Solved] Worldgen only at surface in sand/gravel, and only near water
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