Everything posted by Draco18s
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(1.16.1) How to add another texture layer to chestplate
🤦♂️ This is what a repo is supposed to look like: https://github.com/Draco18s/ReasonableRealism/
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[1.14.4] Create a crafting tile entity + gui
Lets run through this real fast. You create a list and loop over your ingredients, adding some number of "true"s to your list. Then, regardless of everything, you add a false. Then you query "is false in this list?" What I mean is, lets remove the loop: @Override public boolean matches(RecipeWrapper inv, World world) { ArrayList<Boolean> list = new ArrayList<Boolean>(); list.add(false); if(list.contains(false)) { return false; } return true; } This will never return true.
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Custom Campfire [Solved]
Look at: - hasTileEntity - getTileEntity
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[Solved][1.16.1] One time initializing for entities
Usually packets. There's also a way to specify entity data values (eg. things that don't change, or change rarely), I'm drawing a blank on what they're called at the moment.
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Custom Campfire [Solved]
Your block still needs to say "Hey! I have a tile entity!" and instantiate it.
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[1.16.1] Newer mappings file?
Mod Mappings Management System, MMMS. AFAIK its not done yet.
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[Solved][1.16.1] One time initializing for entities
See also: Threads. $100 says that the client thread (which doesn't matter) prints NEUTRAL while the server thread prints the randomized value.
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[1.15.2] Player gets stuck when left clicking grass with Gun Item
Check the SwordItem class. It doesn't set the destroy speed to 0 (as that is not even checked in creative), but handles preventing blocks from being destroyed in another manner.
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[Solved][1.16.1] One time initializing for entities
If you had entities in the world already that were saved before you added that code, of course they won't have it.
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[1.14.4] Create a crafting tile entity + gui
Then... Dunno. Does it work?
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(1.16.1) How to add another texture layer to chestplate
No more than two megabytes or so. My guess is that you're trying to include the /run and/or /build folders too. Do not do that.
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[SOLVED][1.14.4] from config to Ingredient for ingredient list
(And I assume that "commonnamespace" is not literally "commonnamespace" but something identifiable to your mod.)
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[1.15] NullPointerException Crash with FluidStackItemHandlerCapability
By the way this line will never be false: https://github.com/Awsomekeldeo/TechMod/blob/test/src/main/java/awsome/techmod/capability/MoldCapabilityWrapper.java#L38 Because fluidHandler always has a value: https://github.com/Awsomekeldeo/TechMod/blob/test/src/main/java/awsome/techmod/capability/MoldCapabilityWrapper.java#L19 Never return null from getCapability https://github.com/Awsomekeldeo/TechMod/blob/test/src/main/java/awsome/techmod/capability/MoldCapabilityWrapper.java#L32 Use LazyOptional.empty
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[SOLVED][1.14.4] from config to Ingredient for ingredient list
Yes. That's how tags work. They are tied to a resource location. Just as minecraft:stone and somemode:stone are different, so too is minecraft:carnivore and mymod:carnivore.
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(1.16.1) How to add another texture layer to chestplate
The hell are you trying to add to your repo? There are NO files that should be that large involved in Minecraft modding.
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[1.15.2] Issue with pages of slots.
No it doesn't. It cuts off mid-line on line 294, long before the crash.
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[1.15.2] Player gets stuck when left clicking grass with Gun Item
https://github.com/xanderindalzone/customgunsmod/blob/9047d492cb951955e032415e1c22ce89104a9680/src/main/java/com/xanderindalzone/customgunsmod/objects/items/guns/Gun.java#L19-L22 Christ, clean up your code. Ctrl-Shift-O will remove any unused imports automatically.
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[1.14.4] Create a crafting tile entity + gui
There's no ready to do this, you can just call CauldronRecipe.getAllCauldronRecipes() any time you need them. If you just want a shorthand, make recipes static. This is unused. "For all required ingredients: If the stack in slot 0 is not the ingredient: Recipe is not matched." Uh...
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1.16 Drinkable Soup Items
Knowing what method overriding is and how it works is a pretty core concept to OOP.
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1.16 Drinkable Soup Items
*cough*
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How does Mojang come up with obsfucation names like p_113322_322? It sure ain't done manually.
Fair enough, was just wondering if there was a story there.
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How does Mojang come up with obsfucation names like p_113322_322? It sure ain't done manually.
Now I'm curious why. I don't think its taken "years" even for a major version. The longest delay I'm aware of was either 1.7 -> 1.10 or 1.12 -> 1.14 In both cases I don't believe it even took a full year. And I know for certain that the majority of the time waiting on 1.14 was due to a massive (absolutely massive) restructuring of Forge's own code to clean up and refactor huge sections of the core codebase to be more robust.
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Block Damage From Specific DamageSource
Ah yes. Normally you would be able to call getTrueSource. But as lightning doesn't normally get spawned by entities (unlike arrows) they don't track an owner. You will be unable to track this information. You may be able to get nearby players and check their active item, but this is at best a guess as to which player was actually responsible.
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Block Damage From Specific DamageSource
You have to get that from the event too. Its in the event's DamageSource's data. Because think about it, if you store a static entity reference, what entity is that? It can't be "the entity that dealt damage" because there are MANY entities that could do that.
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Problems in IntelliJ
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