Everything posted by Draco18s
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[1.10.2] Submodels within another model?
The idea of "submodels" are specifically related to the Blockstate Json. You can't do "submodels" in a model JSON.
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Why can't we change repair item on vanilla ToolMaterial?
gurujive's being a troll. Ignore him. Better yet, add him to your ignore list!
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[1.8.9] Block Textures
I) Learn how to use the [nobbc] [/nobbc] tag and 2) Specify a texture in the json file, there are examples everywhere
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[1.10.2/1.11] Stop Item From Burning
Lava setting enemies on fire (and thus destroying items) is handled in the Entity class. You will need to create your own material.
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Possible to use ASM on other mods?
Can you? Absolutely. Should you? Avoid ASM like the plague. Better yet, avoid the plague like ASM.
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Modifying outgoing chat?
Gosh, I wonder why. Anyway.
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[SOLVED] [1.10.2] Custom player inventory doesn't display GUI
Gui gui = event.getGui(); if (gui != null && gui.getClass() == net.minecraft.client.gui.inventory.GuiInventory.class && !(gui instanceof PrimalGuiInventory)) { gui = new PrimalGuiInventory(Minecraft.getMinecraft().player); } Congrats, you made a local variable equal your gui. The function returns, the local variable is popped off the stack, and no longer exists. The event object is unchanged, the vanilla gui is displayed.
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[1.8.8] Check if EntityThrowable is a Thrown Potion
It's not told about the potion affect. However, when the potion lands and shatters, it gets told about a particle effect and what color it should be.
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Adding dependencies to a forge project
How about you put what you're trying to depend on, rather than just dashes?
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[1.11.2] 4x4 crafting table
How do you plan to display a three dimensional crafting grid?
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[1.11.2] Creating a copy of the elytra
Elytra movement is handled in the Entity class (EntityPlayer), so you will be unable to replicate the functionality without using events and duplicating all of the math.
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1.11 Overidding MC villages
Hint: you need to use the new operator.
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1.11 Overidding MC villages
> get current generation class > set replacement to it a = a much?
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How do I color leaves(based on biome)
Look at how vanilla does it.
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Gradle Build fails
The site is down. You will have to wait.
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[1.11.2] adding a description to a block
Oh, cool.
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[1.11.2] adding a description to a block
You need a custom ItemBlock class.
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Ore not Generating
Why the fuck would a world generator be in the client side only code? You know the client isn't responsible for world state information, right?
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[1.10.2] Rendering Items in a baked model
getActualState() You need state properties that represent the data, but you can't set those values via setBlockState() because they aren't encoded in metadata.
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[1.11.2] Confused with Generating Loot
You think that is a lot? Check this out (and I don't think that's even everything) No, I'm complaining that that's all Visual Studio has, and not more. I'm grouching that the things I want aren't there. I've used Extract Interface a dozen times, extract superclass at least twice. No push up/pull down, but I can see its use. Used Encapsulate fields a few times (usually through the auto-hinter). Use Interface Where Possible I've done when using Extract Interface/Superclass... I freaking love those options and I wish Visual Studio had them.
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[1.10.2] Rendering Items in a baked model
If you're using a TE, you need to get the TE at the position and set the values there. You don't use BlockStates for this.
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Button click, lever turn, pressure plate click etc event
PlayerInteractEvent is your best bet, probably. Will be difficult to do what you want, as those blocks don't have their own event.
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[1.11.2] Confused with Generating Loot
Oh that's nice. Shame I use Eclipse. Then again, I've been off in Unity3D land and you know what I miss? Refactor tools that do things other than "rename." Or the ability to define a super class and interfaces when creating a new class (Microsoft actually REMOVED this feature between 2005 and 2015....) Damn, should have thought of that. And I don't feel like refactoring it now...
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[1.11.2] Confused with Generating Loot
By the way, feel free to take a look at my LootUtils class and a very basic usage of same. (d7: any suggestions on how I'd make the giant list of ints more legible without having to check all the paramter names? Using variables would work, but would take up a bunch of lines...)
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[1.11.2] Confused with Generating Loot
Caused by: java.lang.NullPointerException at com.TonyTiger.simplecoins.world.genCoinsInWorld.lootLoad(genCoinsInWorld.java:36) Looks like this line isn't working: LootPool main = event.getTable().getPool("main");
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