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larsgerrits

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Everything posted by larsgerrits

  1. And now you've just give him the code which he can copy-paste without learning anything from it.
  2. Don't use a 20 minute video to setup your IDE. This is all you need to setup your IDE: https://mcforge.readthedocs.io/en/latest/gettingstarted/
  3. Mojang doesn't write Minecraft with mod support in mind. That means that the code can change (a lot) between versions. Mods use that code to add new features. If the methods they use get removed between versions, that mod doesn't work on a newer version of Minecraft because it can't find that code anymore.
  4. https://github.com/ichttt/MCLang2Json
  5. You give it a different model. You can start by looking at the anvil.json files (the blockstate and model files).
  6. Make Block#isOpaqueCube return false.
  7. And with "from a user perspective" I meant: what should the user to do run this action? For example: the user presses a key or clicks a button in a GUI.
  8. Your question (rephrased) was "how to add another project to an Eclipse workspace", right? That's exactly what I answered with.
  9. That's because your using client-side only code. What is "exchange of packets"? From a user perspective, when do you want this to happen in the inventory?
  10. I understand. Google can be hard to use. Luckily, there's a website which has a nice animation to show you how to do it in the future: http://bfy.tw/K8xm
  11. This is why the last few updates have been so big code-wise. They're trying to do make updating easier between versions by remaking their old systems.
  12. I don't know if you're coding your mod that way or that your obfuscating it (for us), but please, don't! It makes it practically impossible for us to help you. What is MDL? What is a.b.c.MDL.Category.C?
  13. Punctuation. Use it.
  14. It's the way they save blocks in 1.12 and below. Blocks are saved as shorts (16 bits); 12 bits for block id (212 = 4096) and 4 bits for metadata (24 = 16). In 1.13 they changed the way they store things so we don't have that limitation anymore.
  15. Store the Field instance in a static field somewhere. Calling Field#get will pretty much be the same as normal field access performance wise.
  16. If you do it correctly, it's pretty much as fast as normal field access.
  17. 1) Don't add '#' in front of texture definitions, only when referencing them for models. 2) Did you register your mod to the OBJLoader? I'm blind.
  18. https://mcforge.readthedocs.io/en/latest/models/blockstates/forgeBlockstates/ Have you read this?
  19. You need to rotate those parts in your entity renderer before rendering them.
  20. This is an English forum, please keep it that way. 1.7.10 is no longer supported on this forum. Update.
  21. What are you trying to do (from an end-user perspective)?
  22. Problematic Code #1 and #14.
  23. Show every file related to the OBJ and model, and post the logs.
  24. Uuhhh.... what? Look, you probably have the best intentions, but please, work on your sentences. Their impossible to decipher.
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