ChickenSpeed12
Members-
Posts
49 -
Joined
-
Last visited
Everything posted by ChickenSpeed12
-
Eliminating those ad posts for once... and for all.
ChickenSpeed12 replied to ChickenSpeed12's topic in Off-topic
I will! -
I plan to get my entity done before the end of the year, so I need help!
-
Eliminating those ad posts for once... and for all.
ChickenSpeed12 replied to ChickenSpeed12's topic in Off-topic
This will be VERY useful, as when Christmas holidays come round, so will the ad posts. -
Eliminating those ad posts for once... and for all.
ChickenSpeed12 replied to ChickenSpeed12's topic in Off-topic
Silly me! I forgot about comments! Ad comments would probably arise after this, so you'd probably want to do this for comments, just to be safe! Oh! And users! The biggest ad spammer usually have mehta or something like it for their last name! -
I'm pretty sure I'm not the only on who has suffered from this. Trying to ask a question here... and the site gets flooded with ad posts. It's a lot of work for the moderators, and some posts don't event get seen! It's why "Bump" is a thing. First of: why? Why are there people who think this is a place to post ads? The rules say no fabric, for crying out loud, let alone spamming ads. But I noticed something. Some of the most annoying ad spammers seem to be related. I've seen one person repeatedly. It makes you ask yourself "Where on earth did they get THAT many accounts." Questions aside, I've found a solution. My code isn't the best, and I just put it into a java to javascript, so it might be buggy. But it's a solution, a very humble one at that. Feel free to upgrade it as you like. And HERE IT IS!!! const readline = require('readline'); const rl = readline.createInterface({ input: process.stdin, output: process.stdout }); const invalidStrings = [ "383751997438", "Our Annoying Name!", "83572930" ]; rl.question('Enter your forum post: ', (forumPost) => { let isValid = true; for (let i = 0; i < 3; i++) { if (forumPost.includes(invalidStrings[i])) { console.log("Your forum post was invalid."); isValid = false; break; } } if (isValid) { console.log(forumPost); } rl.close(); }); Here's the java version: import java.util.Scanner; public class Main { public static void main(String[] args) { Scanner scanner = new Scanner(System.in); String[] invalidStrings = new String[3]; invalidStrings[0] = "383751997438"; invalidStrings[1] = "Our Annoying Name!"; invalidStrings[2] = "83572930"; String forumPost = scanner.nextLine(); boolean isValid = true; for(int i = 0; i < 3; i++) { if (forumPost.contains(invalidStrings[i])) { System.out.println("Your forum post was invalid."); isValid = false; } } if(isValid) { System.out.println(forumPost); } } } I'll explain the java version 'cause I wrote it. At the top we have a scanner, which scans😎. Next, we have an array, which contains the data that these ad spammers often show, such as a phone number or website. Using an array means that this system will NOT replace moderators. It just makes their life easier. If a group of ad spammers strikes, add a string to the array. The forumPost is basically the forum post being submitted. Please note that you will have to change this quite a lot. isValid, is true by default. If it is false by default, NOBODY will be able to upload posts. Now, the for statement. If the forum post contains any invalid strings, isValid will become false. If ad spammers get sneaky and put phone numbers in the title, you can duplicate the for statement, and use the duplicate for the title. Finally, the if(isValid). This will probably rap around the stuff that publishes the post, meaning if the post is invalid, it won't be published. Hope I helped! Tell me if anything needs to be changed!!!
-
I've never used capabilities before, and I don't know how its done.
-
Help would be very much appreciated.
-
Does anyone know how I can store a item in a slot for an entity? To be more specific I want to store a helmet slot (but not anything else). I’ve already looked in the code of the zombie, skeleton, zombified piglin, etc. But there’s a lot in there, and you can’t find anything in that heap of code. Thanks in advance!
-
and how do I make it so they can where different hats?
-
Nope! I put it in the right one and it works! But how do I animate render layers?
-
Eureka! I stumbled upon the "LE" in the geckolib examples. I used this, BUT it crashes whenever I look at my entity. Crash Log
-
Thing is: Iv'e not seen ANYTHING for Geckolib3. I don't know what to put in the render method.
-
When PLAYING it works. When making a mod it doesnt. I did show full debug.log.
-
A). I've been playing MC with 1.20.1 forge on 47.1.3 and it works perfectly fine. when modding, its completely broken. B). I'm not looking to use architectury, but the identity mod that dependes on it.
-
I never updated anything in the renderlayer.
-
Well it didn't work.
-
https://pastebin.com/ZVXa79UF
-
Hello! I'm working on a mod, but whenever I try to add implements, the game crashes. Strangely, a crash report isn't generated. build.gradle
-
How would I do this?
-
Changed it to this: package com.chickenspeed.joshsmobs.entity.client; import com.chickenspeed.joshsmobs.JoshsMobs; import com.chickenspeed.joshsmobs.entity.custom.PrairieDogEntity; import com.mojang.blaze3d.vertex.PoseStack; import com.mojang.blaze3d.vertex.VertexConsumer; import net.minecraft.client.renderer.MultiBufferSource; import net.minecraft.client.renderer.RenderType; import net.minecraft.client.renderer.entity.EntityRendererProvider; import net.minecraft.resources.ResourceLocation; import org.jetbrains.annotations.Nullable; import software.bernie.geckolib3.geo.render.built.GeoModel; import software.bernie.geckolib3.renderers.geo.GeoEntityRenderer; public class PrairieDogRenderer extends GeoEntityRenderer<PrairieDogEntity> { public PrairieDogRenderer(EntityRendererProvider.Context renderManager) { super(renderManager, new PrairieDogModel()); this.shadowRadius = 0.3f; } @Override public ResourceLocation getTextureLocation(PrairieDogEntity animatable) { return new ResourceLocation(JoshsMobs.MOD_ID, "textures/entity/prairiedog.png"); } @Override public RenderType getRenderType(PrairieDogEntity animatable, float partialTick, PoseStack poseStack, @Nullable MultiBufferSource bufferSource, @Nullable VertexConsumer buffer, int packedLight, ResourceLocation texture) { return super.getRenderType(animatable, partialTick, poseStack, bufferSource, buffer, packedLight, texture); } @Override public void render(GeoModel model, PrairieDogEntity animatable, float partialTick, RenderType type, PoseStack poseStack, @Nullable MultiBufferSource bufferSource, @Nullable VertexConsumer buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha) { this.addLayer(new KittyEarsRenderLayer(this)); super.render(model, animatable, partialTick, type, poseStack, bufferSource, buffer, packedLight, packedOverlay, red, green, blue, alpha); } } Its still not working. Oh! and the problem is it can't render the render layer. The actual model IS working.
-
package com.chickenspeed.joshsmobs.entity.client; import com.chickenspeed.joshsmobs.JoshsMobs; import com.chickenspeed.joshsmobs.entity.custom.PrairieDogEntity; import com.mojang.blaze3d.vertex.PoseStack; import com.mojang.blaze3d.vertex.VertexConsumer; import net.minecraft.client.renderer.MultiBufferSource; import net.minecraft.client.renderer.RenderType; import net.minecraft.client.renderer.entity.EntityRendererProvider; import net.minecraft.resources.ResourceLocation; import net.minecraftforge.eventbus.api.SubscribeEvent; import org.jetbrains.annotations.Nullable; import software.bernie.geckolib3.renderers.geo.GeoEntityRenderer; public class PrairieDogRenderer extends GeoEntityRenderer<PrairieDogEntity> { public PrairieDogRenderer(EntityRendererProvider.Context renderManager) { super(renderManager, new PrairieDogModel()); this.shadowRadius = 0.3f; this.addLayer(new KittyEarsRenderLayer(this)); } @Override public ResourceLocation getTextureLocation(PrairieDogEntity animatable) { return new ResourceLocation(JoshsMobs.MOD_ID, "textures/entity/prairiedog.png"); } @Override public RenderType getRenderType(PrairieDogEntity animatable, float partialTick, PoseStack poseStack, @Nullable MultiBufferSource bufferSource, @Nullable VertexConsumer buffer, int packedLight, ResourceLocation texture) { return super.getRenderType(animatable, partialTick, poseStack, bufferSource, buffer, packedLight, texture); } } Thats the Renderer This is the render layer: package com.chickenspeed.joshsmobs.entity.client; import com.chickenspeed.joshsmobs.JoshsMobs; import com.mojang.blaze3d.vertex.PoseStack; import net.minecraft.client.renderer.MultiBufferSource; import net.minecraft.resources.ResourceLocation; import net.minecraft.world.entity.Entity; import software.bernie.geckolib3.model.provider.GeoModelProvider; import software.bernie.geckolib3.renderers.geo.GeoLayerRenderer; import software.bernie.geckolib3.renderers.geo.IGeoRenderer; public class KittyEarsRenderLayer extends GeoLayerRenderer{ public KittyEarsRenderLayer(IGeoRenderer entityRendererIn) { super(entityRendererIn); } @Override public void render(PoseStack matrixStackIn, MultiBufferSource bufferIn, int packedLightIn, Entity entityLivingBaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch) { } @Override public GeoModelProvider getEntityModel() { return new GeoModelProvider() { @Override public ResourceLocation getModelResource(Object object) { return new ResourceLocation(JoshsMobs.MOD_ID, "geo/kittyprairiedog.geo.json"); } @Override public ResourceLocation getTextureResource(Object object) { return new ResourceLocation(JoshsMobs.MOD_ID, "textures/entity/kittyears.png"); } }; } }
-
Yeah I can't even render anything! I'm stuck! I need help! There's no info on this!