Everything posted by Draco18s
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[1.10.2] Custom Particles?
Nevermind, I get it. I was missing something that hadn't been spelled out well. When I went looking at the Explosion particle class, there it was. public int getFXLayer() { return 3; }
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How to extend vanilla skull?
Then don't use addSubstitutionAlias
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[1.10] basic item
Possibly look at the class for a method related to setting the registry name...
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[1.10] basic item
- [1.8] How do i change a tileEntity's nbt data when i right click it?
You override the read/write methods and make them save the fields to NBT and read them back again. You don't invoke these methods, you implement them.- [1.10.2] Custom Particles?
Ah, you let the Particle class handle rendering. Yeah, I need to set GL flags so that my particle renders on top of all other world objects (think vanilla's Glow effect for those new arrows). Managing to make some progress on my own, extending ParticleExplosionLarge rather than Particle solved the inability to use the world renderer. No idea why, as it doesn't do anything special, except that if I use its renderer and extend Particle things don't work.- [1.8] How do i change a tileEntity's nbt data when i right click it?
almost makes me think we need to rename those methods to readFromNBTModdersDoNotCallManually and writeToNBTModdersDoNotCallManually- [1.9.4] Increasing Jump Height
motionY on the player needs to be applied on the client, because of how vanilla handles player input- [1.10.2][FIXED thank you Draco18s!] Break blocks with enchantments
World#DestroyBlock bypasses all the code that is specific to the player harvesting blocks. If you want to harvest blocks you need to call the code responsible for harvesting blocks. If you want Silk Touch to work, then use your IDE to figure out where the code already references Silk Touch.- [1.10.2] [Unsolved] Updating mod results in broken models
FFS You don't have an inventory variant.- [1.9.4] Color Potion Effect Particles | Simplest way to 3 high block
First, don't make a thread about two unrelated topics. Second, you can't. You must use more than one block.- [1.10.2] Custom Particles?
Got a github? The last time I did particles was 1.7 Edit/Update: Basically what I'm trying to do is recreate an effect I did several years ago: https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/client/RadarParticle.java The particle spawns at a block location, but renders over everything (due to using GL11.glDepthFunc(GL11.GL_ALWAYS); ). The problem I'm having now is that it doesn't seem to matter what I do with the VertexBuffer, I either crash the game because it's already drawing (ParticleLargeExplosion doesn't have this problem, I can't figure out why) or I get an Index Out of Range error when setting the first vertex position.- [1.10.2] Custom Particles?
Anyone tried this yet? Looks like vanilla's particles are all registered with a particle registry ( ParticleManager and associated EnumParticleTypes ), but I don't see any Forge hooks to register custom particles. On top of that, the last time I played with particles, using a custom sprite (animated or otherwise) required binding a texture sheet and making sure that afterwards, you rebound vanilla's or things would break (vanilla particles would now be using the new texture sheet).- How to update the stat file more often?
You do not modify Minecraft vanilla code. Do not do it. That is the wrong way to do anything. Doing so is not Forge modding and may in fact not be compatible with any other mod.- When is the addInformation method called?
Also pretty sure you could have searched the item class for other things besides "addInformation" like "information" or "tooltip" or even just "List<String>" because you know one of the types of the parameters.- [FINALY SOLVED][1.10.2] Check if tool can break block
diesieben07 told you to use rayTrace from the Item. You said ItemStack doesn't have that method. Item and ItemStack are not the same thing.- [FINALY SOLVED][1.10.2] Check if tool can break block
Item.class != ItemStack.class- Checking whether arrows are airborne
Do the first method. Looking up the SRG name isn't that hard.- [SOLVED][1.7.10] HUD Element Issues
Alpha values of...if I recall correctly, 0.12 and below are all treated as 0.- [1.7.10] Moving an Entity
What is likely occurring is that mobs in not-nearby but still loaded chunks have their AI turned off. You can issue commands all day long, but they'll never do anything.- [1.9] [SOLVED] HOW TO SYNC OBJECT OVER THE NETWORK AND SAVE IT
Generally speaking: Packets. The real question is: Why are you creating an object to store player variables? Use Capabilities.- [1.10.2] How to change item icons on runtime?[solved]
ModelLoader must be called during PreInit not Init.- [Solved] [1.10.2] How to load OBJ models?
so do this only you'll have to move it to the right value on the X axis. Looks like it would sit at (1,0,0) to be correct? Just a guess.- How to extend vanilla skull?
Are you trying to create a NEW block that acts like a skull or are you trying to REPLACE the skull block class with a new one?- Checking whether arrows are airborne
If the method is not directly invoked anywhere (i.e. an event) you can get away with a throws declaration (otherwise you'll be passing the throws up the chain of execution). Be aware that if you have an unhandled throws and it does throw the exception, the game will hard-crash instantly. Buuuut, try-catch is slower. By the way, you'll want to get the field once and store it and only have the throws on the actual set call (getting and setaccessible-ing you'll do once-ever and wrap in a try-catch). - [1.8] How do i change a tileEntity's nbt data when i right click it?
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