Everything posted by Draco18s
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Draw a line from the player's cursor to a mob.
You can't just do this in an arbitrary function. You have to do this during a render event.
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Draw a line from the player's cursor to a mob.
Show what you've tried.
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FIXED OreGenerating, no ore?
Or use the logger that Forge gives you during the event lifecycle....
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[1.11.2] Item textures
The error is not in the JSON or the PNG or the registration: See:
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[Solved] [1.11] Weird transparency issue
Two, actually: isFullCube and BlockRenderLayer.
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[Solved] [1.11] Weird transparency issue
Lhykos: that says whether or not this block renders sides, not adjacent blocks. This is what's missing: @Override public boolean isOpaqueCube(IBlockState state) { return false; } Also, make sure you annotate all override methods with @Override
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[1.10.2] Hanging Entity help
Because I'm an abrasive jerk and I don't actually know everything, despite appearances on this forum. I've never touched paintings and don't feel like doing the research for you.
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[1.10.2] Hanging Entity help
Hell if I know. Probably not.
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[1.8.9] OkHttp crushing the client?
Casting isn't hard. You can only cast an object to something that it already is.
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[1.10.2] Hanging Entity help
Actually they don't. Entities that aren't living don't even have an HP field. When they take any damage at all, even if that damage is 0, they die.
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Mods Don't Load (New Forge Install)
It is new with 1.11, yes. It has been recommended since at least 1.10, though I'm not sure when.
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[1.11.2] Best Way To Render Item Above Block
No
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Random spawn
Look at the code for the spread players command.
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Checking the drop chance of a mob
Well, you're looking for a field named inventoryHandsDropChances, so search the fields.csv file for "inventoryHandsDropChances"
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[1.11.2] Best Way To Render Item Above Block
And you would be wrong. You can use an IModel implementation to get the Item's model and bake it into your block. There's a few forum threads on this already.
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[1.10.2] Move the camera to the position of an entity?
I don't think so. You could, however, spawn an invisible armor stand and that would work.
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Checking the drop chance of a mob
On the page I linked: download the fields/methods csv files. Open it in Excel or other spreadsheet program. Search for the thing you want the SRG name for. Copy the SRG name. There's also an IRC interface, but I don't use it.
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Checking the drop chance of a mob
A few things: Don't ever use reflection inside a tick or update event. That is, the "go find this by string name" because it's expensive as hell. Get the field once, store it in a class field for later. Two, look at the ReflectionHelper class. It'll make this easier. Three, that will only work in dev, you'll need to use MCP Bot to get the SRG name so that it works when compiled, too.
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[1.11] Make item lose durability every 100 ticks
Crash is useless without your Item class.
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[1.11.2] [Solved] Overlay causing z-fighting when in another chunk
Nope, the distance is too tiny.
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[1.11] Make item lose durability every 100 ticks
Define "doesn't work."
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Tutorial Item not appearing in game
Also, don't use the ModelMesher. Use ModelLoader.setCustomModelResourceLocation.
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Tutorial Item not appearing in game
You're trying to register item rendering stuff during the Init event. You can't do this, it is too late. You must register textures during preInit.
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[1.11.2] [Solved] Overlay causing z-fighting when in another chunk
offset the overlay from the block position by a tiny amount. 0.001 is sufficient.
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[1.11.2] [Solved] Overlay causing z-fighting when in another chunk
That's because each chunk is baked down to a single 3D object and rendered. The z-fighting doesn't occur because the overlay and the cobblestone are in the same mesh and it gets simplified to remove unneeded faces. But when you render across a chunk boundary, both faces exist in the same space and OpenGL has to render both of them, but can't z-sort them.
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