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Everything posted by Luckydel
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Does the block have a block identifier(or anything integer) in the world that will always be original? Kind of like ВlockState.hashCode()
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What is regName ? Is it a Holder <block> ? ----------------------------------------------------------------- A problem that I don't know how to solve. Let's say there are 2 workbenches (3x3x1), I need to make sure that if I break 1 workbench, 2 does not break. I'm thinking of adding 3x3x1 to everyone, some kind of ID that I randomly generate at the setPlacedBy stage. Perhaps your regName will suit me, but I don’t quite understand what it is 😃
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Thanks, it didn't quite help me, but it got me on the right track.
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I have a large workbench 1x3x3, and let's say I break one of the blocks, how can I make all the blocks break? https://ibb.co/KXTHMHd How do I set up a workbench and check the place for it: I've looked at the Door and Bed classes, only paying attention to playerWillDestroy. Poke your finger as they delete 2 blocks at once 😃 ------------------------------------------------------------------------------------------------------------------------------------------------ Upd. I thought to write the coordinates of other blocks in the memory of the "main block", but this is probably not the right solution.
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[SOLVED] [1.19.3] ItemStackHandler/Capability/Menu Inventory Problem
Luckydel replied to Luckydel's topic in Modder Support
I'm an idiot, this should be done on the server side, and I had the wrong validation. Thanks to everyone who took the time. -
I need to put an item in a menu cell. I use something like this. The problem is that the item is duplicated without removeItem. And with it, the object turns into AIR and does not work. I have a menu, dragging to the slot works fine. I'm sure I'm doing something wrong, can you please advise? ICapability class (I can provide a class menu if needed)
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I can't figure out what I'm doing wrong. Menu is not called up. Reg screen Reg menu Menu class Screen class Item class
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Hands are not displayed ... Maybe I'm doing something wrong. Event: Render: I check if my item is in my hands: if(checkItem(event.getItemStack().getItem())) { Object itemstack = Minecraft.getInstance().player.getItemInHand(event.getHand()).getItem();//возможно оптимизация выводом на шаг верх if (itemstack instanceof GunShot gunShot) { Without it I get crash It enters rendering, but sometimes it crashes if I set a breakpoint
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I want my hands to be displayed with the item.
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Hi, I have a couple of questions, maybe it's not difficult for someone to answer. As far as I understand, I need RenderHandEvent Further, as far as I understand, I need: ItemInHandRenderer#renderHandsWithItems But how is it supposed to work? Should I change the PoseStack somehow? Or, I need PlayerRenderer#renderHand Or do I need to create my own PlayerRenderer or ItemInHandRenderer
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Sorry at the last moment I saw an error. Please delete topic
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I'm using geckoLib, I'd like to add an attack animation to an entity. The IronGolem#doHurtTarget methods associated with the entity fire when it attacks, but I'm not sure if I can use it somehow?
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Item model render Item reg Main class geo model json build.gradle Instead of a model, a default black and pink square. Forgive me for asking this question here. EDIT: The examples from the mod work great.
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[1.19.2] Dynamic change of texture and model, item JSON
Luckydel replied to Luckydel's topic in Modder Support
I'm doing something wrong. Doesn't go to registration event. Model loader class, as a basis I used ElementsModel. I have another question, after I register it and set "loader". I will be able to interact with the model via IUnbakedGeometry#bake in item class or am I misunderstanding something? -
[1.19.2] Dynamic change of texture and model, item JSON
Luckydel replied to Luckydel's topic in Modder Support
It looks like I misunderstood something Custom model loader is CompositeModelBuilder or CompositeModel$Loader ? EDIT: Can you give more details about the `loader` key, or a link to the documentation -
[1.19.2] Track the change of the object in the hand
Luckydel replied to Luckydel's topic in Modder Support
Thanks It works -
[1.19.2] Track the change of the object in the hand
Luckydel replied to Luckydel's topic in Modder Support
After I use an item, the game thinks that I changed the item (Maybe because it loses durability), any ideas how to get around this? -
[1.19.2] Track the change of the object in the hand
Luckydel replied to Luckydel's topic in Modder Support
thx EDIT: Oops, this doesn't seem to suit me. -
[1.19.2] Dynamic change of texture and model, item JSON
Luckydel replied to Luckydel's topic in Modder Support
Thank you for your patience. Okay, I've created a custom model loader, how do I tell the item to use it? -
How would I be able to tell if a player has changed an item in their hand?
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[1.19.2] Dynamic change of texture and model, item JSON
Luckydel replied to Luckydel's topic in Modder Support
Then, for regular json, do I need to use UnbakedModel? Something does not work. -
I would like to add a sight to the weapon, a silencer, as a layer (If possible) and change item texture. As far as I understand, I need BakedModel. But it looks like I'm doing something wrong. ( I don't go to methods. ) Maybe I still need ItemOverrides But, my json looks different (Blockbench), I don't have "model". I have vertices and groups of them in JSON
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[1.19] How to change the position of the hands in third person?
Luckydel replied to Luckydel's topic in Modder Support
thx,thx, everything is working -
[1.19] How to change the position of the hands in third person?
Luckydel replied to Luckydel's topic in Modder Support
Am I doing something wrong? I don't go to this method public class Makarov extends ProjectileWeaponItem implements IClientItemExtensions { public HumanoidModel.ArmPose getArmPose(LivingEntity entityLiving, InteractionHand hand, ItemStack itemStack) { HumanoidModel.ArmPose humanoidModel = HumanoidModel.ArmPose.create("P",true, new PoseTransformer()); return humanoidModel; } ... IArmPoseTransformer should there be something like this? @OnlyIn(Dist.CLIENT) public class PoseTransformer implements IArmPoseTransformer { @Override public void applyTransform(HumanoidModel<?> model, LivingEntity entity, HumanoidArm arm) { model.rightArm.yRot = -0.1F + model.head.yRot - 0.4F; model.leftArm.yRot = 0.1F + model.head.yRot; } } -
[1.19] How to change the position of the hands in third person?
Luckydel replied to Luckydel's topic in Modder Support
I don't see .getArmPose() ( IClientItemExtensions.getArmPose() ) And I don't see the use of IExtensibleEnum in IClientItemExtensions I don't see IArmPoseTransformer =(