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Draco18s

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Everything posted by Draco18s

  1. Complain to the mod author.
  2. Yeah, there's no good way to detect this right now. Its based on several random variables and the EntityMobGriefingEvent simply determines whether or not the endermen are allowed to make that random check (which can still fail).
  3. By the way: This: And this: Do the exact same thing, just in a different way. @EventBusSubscriber also does this. Th only difference is that there are two different busses (the mod bus and the forge bus) and one of them is for FML events ("life cycle events" which are on the mod event bus) and the rest are for game events (the forge event bus). You should use two different classes for the two different types of events, separating out all the client stuff to another third (and possibly fourth) class. And personally I'd use the @EventBusSubscriber annotation, because then it's very easy to tell what bus a given set of events is for.
  4. You need to go into your FullSyringe class, go into the on-right-click method, and type: new ItemStack(ModItems.EMPTY_SYRINGE.get());
  5. Find the existing elytra math (I think it is in the LivingEntity class). Copy it. Create a player tick event handler (check phase). Paste code. You'd then have to do some fiddling to fix any syntax issues, but really that's about all you need to do.
  6. We. The community applied the human readable name. Mojang had no part in it.
  7. You're looking at a SRG name, one that is autogenerated by the decompilation and deobfuscation process.
  8. Read this: https://mcforge.readthedocs.io/en/1.15.x/events/intro/
  9. Threads are never the correct solution. Do not use threads unless you know what you are doing, you do not know what you are doing.
  10. Pretty sure it doesn't. And the entity you need is an ItemEntity
  11. You need a new entity, because you want to add a new entity to the world.
  12. *Clicks on the repo root* https://github.com/TheGreyGhost/MinecraftByExample *Glances at readme...*
  13. "The guy who wrote this had to test it somehow! I wonder if he wrote any test code and where I might find it...maybe the Forge Github? Nah, couldn't be there, that would be dumb." https://github.com/MinecraftForge/MinecraftForge/blob/1.16.x/src/test/java/net/minecraftforge/debug/gameplay/loot/GlobalLootModifiersTest.java#L83
  14. Have you tried looking at the vanilla implementation? Its down around line 820 in Block.java and is really pretty straight forward.
  15. onItemUseFinish's job is to change what item the player ends up with when the item is used. That's literally all it does.
  16. The one your posts are now in.
  17. Having done some stuff previously, I thought a multi-line text field already existed. /me checks code Nope, apparently not. There's a lot of little things that you wouldn't normally think about that need to be adjusted. Like selection start and end positions...
  18. Every class, method, field, parameter, and local variable has 4 names: Notch Names (these are what the game is originally programmed in). We do not have these for most things, Mojang is (supposedly?) publishing a deobf map, but I don't think it is in use by Forge yet. Obfuscated Names (these are what you would see if you opened Minecraft's source in a decompiler). a, aa, ab, abb, etc. It is unreadable. SRG Names (these are the first step in deobfuscation, machine translation from the obfuscated source to a consistent mapping). Not human readable, but the same method will always deobf to the same SRG name even as things change and get new Obfuscated names. MCP Names (these are the human readable ones). These take time and constant effort to map.
  19. The Miegakure team had to write a custom rendering engine for it. Have fun.
  20. Hypixel does not run on Forge, sooo...I'm not sure why you're asking here.
  21. The block outline code that already exists might be useful. You could also draw z-test-off quads in world space easily.
  22. Yeah, converting from 3D space to Screen Space is annoying as hell. I did the reverse in Unity a while back, but there's a bunch of Unity specific helper methods and objects involved. Basically it involves doing all of the camera transform matrix math yourself. And that math is Not Fun.
  23. More like that method (and that class!) are never referenced anywhere else.
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