Everything posted by Draco18s
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Why is my mod not working after I try to update it to 1.8?
"It produces errors" I see. Let me just use my crystal ball to divine what those errors are....
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[1.8] Subblocks only works with one json file. How to fix this?
Also, I don't know why you'd want a separate file for each variant. So much nicer to have one json file.
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[1.8] Subblocks only works with one json file. How to fix this?
You need a blockstate file!
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ClassNotFoundException for API classes
Are you including the Hypixel library in your mods folder when you run via Minecraft?
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[1.7.10][Solved] Spawning EntityItem on top of block precisely?
You know that x and z block positions are on the corner of the block, right?
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Why is my mod not working after I try to update it to 1.8?
You should fix those.
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[1.9.4]meta options and twists
Explanation on why it's multiplication: In order to store both of these: Red, Green, Blue, White North, South, East, West You get a list that looks like this: Red+North Red+South Red+East Red+West Green+North Greeen+South Green+East Green+West ...
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[1.10.2] [SOLVED] How to test block is air or fire etc.
Ahem... this is the same as just blockIn . Actually, no, that does not even compile. You are correct. I just blindly copied the half he already had in order to beat him with the stupid stick of "how to check if something is equal."
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[1.7.10] Enchantment-Based Bow Modifications
No, that would prevent all motion. You need to copy the existing onUpdate method and remove the alterations it makes to motionY to account for gravity.
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[1.10.2] Defining custom material's repair item?
Take a look at the EnumToolMaterial class and see if you can figure it out.
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[1.7.10] Enchantment-Based Bow Modifications
1) Extend EntityArrow and override is onUpdate method 2) Should be an event for it, check the Bow class, if not you could wait for an EntityConstructed event, if it's an arrow, and the owner/firer is the player and the equipped bow has the enchantment, replace the entity being constructed. 3) Probably? You'd have to migrate all of the onUpdate code to a separate function, then in onUpdate call that function until the arrow collides with something 4) See #1, #2
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[1.10.2] [SOLVED] How to test block is air or fire etc.
blockIn.getBlockState().getBlock() Wait for it == Drum roll please! Blocks.FIRE
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[1.10.2] Performance issue with light moving with the player
If you don't move your lightsource very often, you cut down on lighting updates. That's why the light effect in Artifacts only moves it when the light level drops below 10 at the player's current position.
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Why is my mod not working after I try to update it to 1.8?
Your Forge directory. You know. Like how you ran gradle setupDevWorkspace and gradle eclipse
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[1.10.2] Textures not found in domain: Minecraft
If you used a vanilla texture, you don't need the modID (it defaults to "minecraft:")
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[1.10.2] [ANSWERED] Mod ID conflict question
myThing.setUnlocalizedName(myThing.getRegistryName()); //magic
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[1.10.2] Performance issue with light moving with the player
As I said, I haven't done performance checks on it in a long time. I'm not even actively developing that mod any more.
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[1.10.2] Player.getCapability(...) problem
Mainly player.hasCapability(PlayerProvider.PLAYER_CAPABILITY, null) So you don't have to do stupid isntanceof checks or null checks. If it does not have the capability, don't try to get it.
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[1.10.2] Performance issue with light moving with the player
I haven't measured the performance impact lately. Here's my light block: https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/block/BlockLight.java (extends https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/block/IInvisibleBlock.java )
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[1.10.2] [SOLVED]Potion effect when full set is worn. Where do I put it?
Oh, sure. It is definitely that.
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[1.10.2] Performance issue with light moving with the player
Alternatively, like this https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/components/ComponentLight.java (Don't mind the class not actually being an Item, it uses the same methods).
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[1.9.4]When you add a rotation options block model with a model disappears.
- [1.10.2] [SOLVED]Potion effect when full set is worn. Where do I put it?
I suppose it could be an enum. It has the look of being an Item object, though.- [1.10.2] [SOLVED]Potion effect when full set is worn. Where do I put it?
This right here is super clever: setUnlocalizedName(Reference.TestItems.INFUSED_LEGGINGS.getUnlocalizedName()); setRegistryName(Reference.TestItems.INFUSED_LEGGINGS.getRegistryName()); (Hint: no it's not, does not do what you want it do to,* and in fact is just going to crash the game)- [1.9.4]When you add a rotation options block model with a model disappears.
Your model does not have a parent. You should specify one (e.g. "parent": "blocks/block") as that will give you several parameters that your model is missing (such as display rotations). Your blockstate file also does not have an inventory or normal variant. - [1.10.2] [SOLVED]Potion effect when full set is worn. Where do I put it?
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