Everything posted by Draco18s
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[SOLVED] Render texture layer transparent
Item-items can't be transparent as far as I know. Putting alpha value pixels just causes the engine to perform a clip on them (values above 0.5 are treated as 1, value below as 0).
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[1.8.8] Rendering a simple line from a block to block.
Take a look here https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/hazards/client/HazardsClientEventHandler.java#L138 There's a lot of custom logic going on, but it's there to figure out which two blocks to draw the line between, in what color, and some slight height offsets so that no z-fighting occurs. Actual drawing occurs in a separate function down on line 371. Do note that the Tessellator has changed recently, so you may need to do some conversions.
- PropertyDirection
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PropertyDirection
Not to mention being stringly typed and immune to refactoring.
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[1.10.2] SubItems problem.
By the way, BaXMultigaming, you PMed me with an issue a few days ago. Step 1: Read my signature. Step 2: Clear out your inbox, it is full.
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[1.10.2] Missing Textures on my Item
This is how I register ItemBlocks (that have no variants) private void _registerBlockResources(Block block) { Item item = Item.getItemFromBlock(block); ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(block.getRegistryName(),"normal")); }
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PropertyDirection
Mojang. The Forge team supplied the Forege blockstate system that lets you break up the cardinality map. "facing": { ... }, "type": { ... }
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[1.10.2] Missing Textures on my Item
Yes, yes it must.
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[1.10.2] Missing Textures on my Item
Given that Minecraft needs to open and read the resource, yes, there is a InputStream involved. It is not passing that exact string though. You should use lower case for your file names and registry names (don't just change one, change them both!)
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Performing an action
No, you need packets. The client and the server are not guaranteed to be on the same physical machine.
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[1.10.2] Custom slab issues
Your block class doesn't have a property "half" for some reason.
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[1.10.2] Missing Textures on my Item
FileNotFoundException: examplemod:models/item/noobItem.json
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Performing an action
You need to do several things. 1) The client listens for the keys and then informs the server "do action X" 2) The server then decides if the player can perform action X (checks for having the right weapon equipped, etc) 3) The server performs the desired effect. You will probably want animations for these things, but that part is purely visual (the server would inform all clients in range of what animation to play) A lunge is more than just an animation, it's a combination of forward movement and damage volume. The server would be responsible for moving the player over time, calculating what entities the damage area hits, and applying that damage.
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[SOLVED][1.10.2] Adding custom loot table to chest
I have no idea. I've only figured out how to manipulate it from the LootTableLoadEvent.
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[SOLVED][1.10.2] Adding custom loot table to chest
You need to write a function conditional that sets the item metadata. Having poked at the code-side of these things I only know how to set it up via code, I'm not sure what the JSON equivalent is, but functions can have a random probability applied to them and only if it returns true is the function executed.
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[SOLVED][1.10.2] Adding custom loot table to chest
You have two entires named "minecraft:golden_apple"
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[1.10.2] Missing Textures on my Item
You should really use getRegistryName() for registering models. It contains your mod ID and registration name already.
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PropertyDirection
"facing=west, type=clean" != "facing=west,type=clean"
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[SOLVED][1.10.2] Adding custom loot table to chest
Table "mw:pagoda_chest" Missing `name` entry for pool #0 You need to add a "name" entry to each pool (insert it on line 4 for pool #0, for instance).
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How Would I Get A Thrown Entity to Circle Around Another One?
Which of course, is the same thing as working out the trig yourself, except it requires an additional entity. Like seriously. Sine and Cosine are amazing.
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Summoning another entity on impact at thrown entity?
Do you have a world object to spawn the entity into? Yes. Do you have the ability to call new ? Yes. Can you do this? Yes.
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[1.10.2] Structure Gen / Flower Pots
Has been for a while. The only time it used metadata was when it was first added, until Mojang realized there were more than 15 plants and stored the extra in a TE, IIRC.
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[1.10.2] Custom slab issues
Or like how I have things: 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 (Those classes are proxys for a library mod). I give the methods different names so that I know what's going to happen. It's a verification that I'm typing out the method that does what I'm thinking I want to happen. But yes, they could be renamed to all have the same name and just be overloaded.
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[1.10.2][SOLVED] Help with rendering entities
No, that's handled by the AI logic. The Entity tracking range is how close the client needs to be in order to be informed by the server about what it's doing.
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[SOLVED] [1.8] Container that keeps inventory when broken
No no no, don't do that at all! When the block is broken save the TE's data to the dropped item! Then when the block is placed again, do the reverse.
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