Everything posted by Draco18s
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[1.10.2] How to use a fake player to break blocks.
Why are you doing this? this.getWorld().getMinecraftServer().worldServerForDimension(0) You're asking for the world server for the overworld, your TE might not BE in the overworld.
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[1.10.2] How to use a fake player to break blocks.
Well. For one. A GameProfile isn't an EntityPlayer ...
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[1.11] Stop rendering layer
People would still have to download your mod, which would contain the resources. You can make a resource pack and include it with your mod without having to do anything in code.
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Item is so big
TBH I think his tutorials are both out-dated and cringe-worthy. Not that they don't work, but that they do a few things that make no sense in the context of teaching new people how to do things and it ends up being very cargo cult-y. And it makes it hard for us on a forum to debug because the poster doesn't actually know which bit they should be posting and we don't know which bit to ask for. We know what piece of code we want to examine but we don't know where they've put it. One example is: @mod class invokes a proxy method proxy invokes a ModBlocks method That method then instantiates each block and registers it (calling yet more proxy methods) The user then posts the block class and says that the model isn't working and there's no error message in the console. So we ask for the main mod class. Then have to ask for the proxy. Then have to ask for the ModBlocks class. And only then can we (through tedious tracing) figure out that they missed a step: their ModBlocks method doesn't actually call anything at all! Or maybe they were forwarding the Forge events through this chain (why!?) and somewhere along the way they wrote preInit(FMLInitializationEvent event) . See how that took three attempts to get the information us (more experienced modders) needed in order to help?
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Item is so big
Just for understanding: "builtin" is the "the parent is the stuff that is created via actual javacode." But as that's merely a template with the files being able to specify overrides, the rotation, scale, and suchlike are all handled by the json files. Hence the top-most parent for everything else is "item/generated" as it is a direct child of "builtin/generated" but supplies the necessary default overrides for Minecraft's aesthetic.
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Furnace Dude
You might want to try not completely whole-sale copying the furnace class. You don't know what 90% of it does and so when it does something you don't want, you don't know why. For example, it keeps making the block a vanilla furnace. Well, that's because your furnace tile entity told the game to do that. I even quoted the section of code responsible and you still couldn't figure out what it did or why.
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Furnace Dude
Gosh, I wonder what this code does. if (flag != this.isBurning()) { flag1 = true; BlockFurnace.setState(this.isBurning(), this.world, this.pos);
- Furnace Dude
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Furnace Dude
Your block says that it has a facing property. Your blockstate file doesn't indicate what to DO with that property. Exception loading model wwmod:wonka_furnace#facing=east Caused by: ModelBlockDefinition$MissingVariantException
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Furnace Dude
What does the console say?
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Prevent Hopper input/extraction
Oops I see that your hasCapability always returns true when they are looking for a IItemHandler one. You need to make the same checks and return false. Because of this my hasCap method returns getCap(...) != null just to avoid the headache.
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Non-working JSON
Or in some cases, makes things a lot more complicated. For example, I had this: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/oreflowers/blockstates/oreflowers1.json And I wanted to add a property called "tall" which would indicate that the plant was 2 blocks high and if "tall" was true, use a different texture (for the lower half). Except that not all of my plants were "valid" if tall was true (incidentally it applies to like four to six things out of about 36, but as which four weren't discovered/created at the same time, it wasn't going to be easy to refactor other code to migrate those four to their own block). So I was either going to have to use the vanilla syntax 16 2-prop entries per file across 4 files; with another 2 files having 2 entries) or find another way to handle it. I ended up using a custom state mapper to map the "tall" state so that it pointed at a different resource file: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/oreflowers/blockstates/oreflowers1_tall.json
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Items texture not rendering.
resources must be in all lower case, in 1.11, and should be in 1.10 (not enforced, but is a best practice).
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Prevent Hopper input/extraction
Or just not return them when a side is passed.
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Non-working JSON
I consider that to be the vanilla syntax. While the forge format supports it, it is still the vanilla syntax.
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[1.11]texturex not working after update
30 items and 10 blocks. So many. Very changes. Much work. Wow. I just finished up updating a 1.7 mod to 1.10. 70 items and 30 blocks, plus or minus. And that's ignoring the fact that I had to MAKE the json files (about 200) and redo 40-odd textures. And that's STILL not including the custom state mapper work I had to do OR the IBakedModel shenanigans for a 'liquid' model. I, at least, don't need to come to the forums to diagnose a FileNotFound or NullPointer.
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[1.11]texturex not working after update
Why can't people read their fucking errors? file not found: "materialesredstonecompresa.json" file that exists: "materialesRedstoneCompresa.json" THESE STRINGS DON'T MATCH.
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Non-working JSON
You could either do separate models for one of the properties (if that'd work, it might not depending on what you're doing) or you could use the vanilla variant format.
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Help with #.dropItem()
Because you're also spawning those items on the client side which don't actually exist. If you log out and log back in again, they'll be gone.
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Non-working JSON
If you mean "bool=true,enum=a":{ texture{ ... } } (and only in this case) then no, you can't. Not with the Forge method.
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[1.11] Counting Mobs.
No duh. You only count the mobs server side: if(!world.isRemote) Which means that client side, the array is null.
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[1.11] Register Entities mobs help
1) Your first two mob register methods do fucknothing. 2) The third method both takes in an Entity (so it's not being called), AND looks for a block+item, AND is using an outdated method of registering an item model anyway. You should be using ModelLoader.setCustomModelResourceLocation(...)
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Overwriting Tooltips
I think, however, that WAILA relies on NEI, and there is not a WAILA equivalent for JEI.
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[1.7.10] Forge is having errors since I updated my modpack, and I am lost!
Are you a modder (mod-author?) no. You're a user. You want Support and Bug Reports. But in any case, you're still not going to get help with 1.7.10 as that is no longer supported by the Forge community (hell, some folks are trying to migrate off 1.10 already).
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[1.8.9] Modify the playerlist for the client.
Then you can't do what you want to do. Game, set, match.
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