Everything posted by Draco18s
-
[1.10.2] On oredict registered [Solved]
Subscribe to it, do whatever you want to.
-
[1.10.2] On oredict registered [Solved]
OreRegisterEvent
-
[1.10.2] Do I need to use packets? TileEntity
https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/ores/entities/TileEntitySifter.java#L263-L293
-
[Solved] [General] Why use as little Item ID's as possible?
You mean the ItemStack "damage value", right? In that case: [0, Short.MAX_VALUE] . A short would have a maximum value of 32,767 yes. Which is 'approximately the same value' as I said. Also, it's 1 less because I believe the exact value of 32,767 is used as the WILDCARD_VALUE
-
[1.10.2] Troubles with custom slabs
Cannot set property PropertyEnum{name=half, clazz=class net.minecraft.block.BlockSlab$EnumBlockHalf, values=[top, bottom]} as it does not exist in BlockStateContainer{block=spaceextended:double_vitallium_slab, properties=[variant]} Your block's variant statecontainer object does not contain the states you are trying to use.
-
[Solved] [General] Why use as little Item ID's as possible?
...Just shy of 15 bits because...reasons Sure. Why not. I'll go with that. That's also the maximum item metadata value, isn't it? (I was trying to remember if 32k or 64k, and 16 bits--two bytes--made more sense)
-
[1.10.2] Item model - rotate element on x and z axis
And backwards, because Minecraft is weird. (Positive X, Positive Z is South East, rather than the expected cartesian planar direction of North East) Anyway, point was "you have to rotate around X, then y" in order to rotate around z.
-
[Solved] [General] Why use as little Item ID's as possible?
It's something insanely high, around 65k yeah? (16 bits?)
-
[1.10.2] Item model - rotate element on x and z axis
As I said earlier, Minecraft assumes that all rotation around the Z axis is actually rotation around X plus a 90 degree rotation around Y. i.e. models should not be able to define a different axial tilt East-West than North-South. Instead, rotate around the North-South line, then rotate to face East.
-
[1.10.2] Item model - rotate element on x and z axis
Not sure, honestly. I started by merging the model I was already using (the one that I specified via ModelLoader.setCustomModelResourceLocation) and combined it with an existing vanilla model (in my case, carpet). Oh, and only for one variant, too. Once I had that working I did all the variants. Once that worked I replaced the carpet with a new, custom model.
-
Help with Compiling a mod
- [1.10.2] Troubles with custom slabs
{ "variants": { "half=bottom,variant=false": { "model": "spaceextended:half_vitallium_slab" }, "half=top,variant=false": { "model": "spaceextended:upper_vitallium_slab" } } } Does not contain variant half=bottom,variant=true and half=top,variant=true- [1.10.2] Item model - rotate element on x and z axis
Actually yes. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/client/ModelsCache.java Which I shamelessly stole from someone else (uh...sorry, I've now forgotten who, one sec...) edit: Elix_x. And here's a usage, it must occur in this event https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/client/OreClientEventHandler.java#L18- [1.10.2] Item model - rotate element on x and z axis
Oh that. Yeah no. Not possible. Unfortunately. You will need to use an OBJ. Use litterally any program you want to. Sketchup if you have to.- [1.10.2]Duplicate Textures
I do not. I haven't used any for 1.10, I've largely used the forums here as my resource. Also as the Forge team recently changed how they want us to register blocks/items/etc. to a new system (what the motivation was to do this in the middle of a major Minecraft version, rather than waiting for 1.11, I don't know). Ignoring that new system for the moment because I literally haven't written a line of code since it was finally mentioned on the forums how to actually use said system (along with a direct insult to my intelligence about how I managed to not hear about said new system via a non-existent tweet on a virtually dead twitter account, or via Facebook which I don't use, or...) so I haven't had time to update and refactor. I call these methods during Pre Init: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/EasyRegistry.java https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java I basically wrote a wrapper around "all of the things" necessary to create fully functional blocks and items while also using the minimal amount of code in my actual mod (i.e. I create a block as normal, then call EasyRegistry.registerBlock or ...WithItem, or ...withCustomItem, or ...withCustomStatemapper, etc) and as the EasyRegistry classes are the Common/Client proxy of a library mod, that distinction (i.e. where does rendering registration go) is handled for me too. I can crate my blocks and items in any order I need to, don't have to worry about things like "I create all my blocks before all my items, shit shit shit my BlockCropWhatever constructor is passed an instance of my seed item before I created any items" (which is so often true for people following this ModBlocks/ModItems encapsulated pattern, and encounter Null Pointers they can't solve because they say "what do you mean my seed is null, I pass it right here." "No you twat, you haven't created your seed yet, that is a null pointer" "Fine, I'll switch it, you'll see the problem doesn't go away!" and they do, because their seed is passed a reference to the crop block, which is now null).- [1.10.2] Item model - rotate element on x and z axis
Actually you can rotate on two Axis at the same time with the json format, as long as you specify them together. BUT Minecraft doesn't know WTF a z-rotation is. It can do X, it can do Y, it can do X and Y, but it assumes that the z-axis is just rotation on the X axis plus a 90 degree rotation on the Y axis.- [1.10.2]Duplicate Textures
Ugh. Mr Crayfish's tutorials are a common go-to for people and really do some terrible, terrible things. 1) Don't use an enum for your items, that's just stupid. Case in point: you only need one string, it needs to be all lower case, and it does not need the word "item" in it. myItem.setUnlocalizedName(myItem.getRegistryName()); 2) Don't EVER put client-side-only code (register renderers) in a common location 3) Don't use getItemModelMesher(), use ModelLoader.setCustomModelResourceLocation(...)- Crash when block is broken in Forge Server 1.8.9
Nearly every mod you have in your game right now is available for 1.10 (a good chunk are even available for 1.11!) http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1277996-player-api [CoreXU2 - unable to locate any mod with this name] https://mods.curse.com/mc-mods/minecraft/forge-backpacks https://minecraft.curseforge.com/projects/better-foliage [bibliocraft unavailable for 1.10] [big Trees unavailable for 1.10] https://minecraft.curseforge.com/projects/biomes-o-plenty [Mr Crayfish's Furniture unavailable for 1.10] https://minecraft.curseforge.com/projects/custom-npcs https://minecraft.curseforge.com/projects/decocraft2 https://minecraft.curseforge.com/projects/dynamic-surroundings-unofficial https://minecraft.curseforge.com/projects/extra-utilities https://minecraft.curseforge.com/projects/hide-names [Lanterns unavailable for 1.10] https://minecraft.curseforge.com/projects/mo-creatures https://minecraft.curseforge.com/projects/more-player-models https://minecraft.curseforge.com/projects/pams-harvestcraft http://crushedpixel.eu/pixelcam/ https://minecraft.curseforge.com/projects/sound-filters https://minecraft.curseforge.com/projects/worldedit- momery issues with latest forge changes 1.10.2
Any reason why you have two different versions of CodeChickenLib?- [Solved] [1.10.2] Container Slots eat up items
Try this one https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/internal/CommonContainer.java#L37- [1.10] Is it possible to detect a custom method and edit it?
Realistically any mod that does things like vanilla, but not and vanilla has an event, that mod should also fire that event in their custom whatever.- [1.10] Is it possible to detect a custom method and edit it?
You would need to tell the person who wrote the custom explosions to add the explosion event.- blockstate JSON not transforming the model correctly
Because 1 unit is a full block.- [1.10] On Rightclick entityThrowable,spawn and explode ... wont work anymore?!?
Uh. Why are you registering your entities in your client proxy? That needs to happen on BOTH sides- [1.10.2] Java Code Design and Capability/Packets
IMO if at any point you, as a programmer have to "remember that I did X" you did it wrong. - [1.10.2] Troubles with custom slabs
IPS spam blocked by CleanTalk.
Important Information
By using this site, you agree to our Terms of Use.