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JimiIT92

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Everything posted by JimiIT92

  1. Woops, code got lost from the edit. Fixed now
  2. The most complete furnace recipes works like this: an ItemStack as an input (what will be smelted) an ItemStack as output (the result of the smelting) a float amount of xp Using these 3 parameters you can pretty much smelt everything and get everything in result. So, if you want to smelt a certain variant of a block you can use something like this where you register your smelting recipes ItemStack input = new ItemStack(MyBlockOrItem, 1, metadata); ItemStack output = new ItemStack(MySmeltedBlockOrItem ); float xp = 0.0F; GameRegistry.addSmelting(input, output, xp); About the parameters MyBlockOrItem is the block/item you want to smelt. This must be changed to what your block/item is called in the source code. metadata is the numeric variant that you want to smelt. For example: if you have a block/item that has 3 variants and you want to smelt the second one, then you have to type 1 assuming that variants numbers starts to 0. If you want to know what the numeric variant of your block/item is, just press F3+H in game and have a look at your block/item in inventory. You'll notice the block id followed by / and a number. That number is the metadata value MySmeltedBlockOrItem is the block/item you get as result of the smelting. Now, here you can go further using this ItemStack output = new ItemStack(MySmeltedBlockOrItem, quantity, metadata); so you can even return a specific variant of a block/item as result too in the quantity you prefer. xp is the amount of experience you get when you take the smelt result from the furnace. You can get an idea of what value type in by looking at the vanilla values here https://minecraft.gamepedia.com/Smelting
  3. The json hasn't changed, but i post it again so there's everything in one place. This is the method i use to register a block with variants. It takes the block itself, the variant name and the enum class corresponding to the variant values The enum i'm using to give the slab a variant is this and this is the slab base class In the register block event i register the half slab and the double slab block like this As well as the item block in the register item event And finally i register the model using the ModelRegistryEvent like this The blockstates json file i use for the half slab is this While for the double slab i use this json file If i place the block on the ground it works fine, both for half slabs and double slabs, is just in inventory that i get no icon and model, just a plain black/purple texture
  4. But this method works for the normal colored blocks... By the way i changed it to get the lower case name of the enum value, but still got no inventory texture
  5. Maybe there's an issue on how i register it? I use this method to register the slab public static <E extends Enum<?>> void registerMetadataBlockModel(Block block, String variantName, Class<E> variants) { for(int i = 0; i < variants.getEnumConstants().length; i++) { ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), i, new ModelResourceLocation(block.getRegistryName(), variantName + "=" + variants.getEnumConstants()[i].name())); } } And from the model registry event i call it like this BlockUtils.registerMetadataBlockModel(MARBLE_SLAB, "color", EnumMarble.class); BlockUtils.registerMetadataBlockModel(MARBLE_DOUBLE_SLAB, "color", EnumMarble.class);
  6. I use that base class just for blocks that don't have any particular feature (like ores, mineral blocks or colored blocks) Anyway i changed the registration part to "color=white" instead of just white and it worked. Except it isn't for slabs, wich i did the same thing. It says it can't found a variant for slab#color=yellow but in the model registration i specified the variant like the normal block ("color=yellow"). In this case the error could be in the json file? Here's the one i'm using { "forge_marker": 1, "variants": { "normal": [{ }], "inventory": [{ }], "half": { "top": { "model": "upper_slab" }, "bottom": { "model": "half_slab" } }, "color": { "white": { "textures": { "bottom": "mineworld:blocks/marble_white", "side": "mineworld:blocks/marble_white", "top": "mineworld:blocks/marble_white" } }, "black": { "textures": { "bottom": "mineworld:blocks/marble_black", "side": "mineworld:blocks/marble_black", "top": "mineworld:blocks/marble_black" } }, "red": { "textures": { "bottom": "mineworld:blocks/marble_red", "side": "mineworld:blocks/marble_red", "top": "mineworld:blocks/marble_red" } }, "brown": { "textures": { "bottom": "mineworld:blocks/marble_brown", "side": "mineworld:blocks/marble_brown", "top": "mineworld:blocks/marble_brown" } }, "pink": { "textures": { "bottom": "mineworld:blocks/marble_pink", "side": "mineworld:blocks/marble_pink", "top": "mineworld:blocks/marble_pink" } }, "yellow": { "textures": { "bottom": "mineworld:blocks/marble_yellow", "side": "mineworld:blocks/marble_yellow", "top": "mineworld:blocks/marble_yellow" } }, "green": { "textures": { "bottom": "mineworld:blocks/marble_green", "side": "mineworld:blocks/marble_green", "top": "mineworld:blocks/marble_green" } } } } }
  7. Ok, i thought it was some error in the json file since it's the first time i use the forge blockstate format. Anyway this is the class i'm using to create the block with the variants package com.mineworld.block; import com.mineworld.block.enums.EnumMarble; import com.mineworld.core.MWTabs; import net.minecraft.block.BlockPlanks; import net.minecraft.block.SoundType; import net.minecraft.block.material.MapColor; import net.minecraft.block.material.Material; import net.minecraft.block.properties.IProperty; import net.minecraft.block.properties.PropertyEnum; import net.minecraft.block.state.BlockStateContainer; import net.minecraft.block.state.IBlockState; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.ItemStack; import net.minecraft.util.NonNullList; import net.minecraft.util.math.BlockPos; import net.minecraft.world.IBlockAccess; public class BlockMarble extends BlockMW { private static final PropertyEnum<EnumMarble> COLOR = PropertyEnum.<EnumMarble>create("color", EnumMarble.class); public BlockMarble(String name) { super(name, Material.ROCK, MapColor.QUARTZ, SoundType.STONE, MWTabs.BUILDING_BLOCKS); this.setDefaultState(this.blockState.getBaseState().withProperty(COLOR, EnumMarble.WHITE)); setHardness(1.5F); setResistance(10.0F); } /** * Gets the metadata of the item this Block can drop. This method is called when * the block gets destroyed. It returns the metadata of the dropped item based * on the old metadata of the block. */ public int damageDropped(IBlockState state) { return ((EnumMarble) state.getValue(COLOR)).getMetadata(); } /** * returns a list of blocks with the same ID, but different meta (eg: wood * returns 4 blocks) */ public void getSubBlocks(CreativeTabs itemIn, NonNullList<ItemStack> items) { for (EnumMarble value : EnumMarble.values()) { items.add(new ItemStack(this, 1, value.getMetadata())); } } /** * Get the MapColor for this Block and the given BlockState */ public MapColor getMapColor(IBlockState state, IBlockAccess worldIn, BlockPos pos) { return ((EnumMarble) state.getValue(COLOR)).getMapColor(); } /** * Convert the BlockState into the correct metadata value */ public int getMetaFromState(IBlockState state) { return ((EnumMarble) state.getValue(COLOR)).getMetadata(); } protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] { COLOR }); } /** * Convert the given metadata into a BlockState for this Block */ public IBlockState getStateFromMeta(int meta) { return this.getDefaultState().withProperty(COLOR, EnumMarble.byMetadata(meta)); } } BlockMW just sets the registry name, the unlocalized name and the creative tab This is the enum i use to create the variants package com.mineworld.block.enums; import net.minecraft.block.material.MapColor; import net.minecraft.util.IStringSerializable; public enum EnumMarble implements IStringSerializable { WHITE(0, "white", MapColor.QUARTZ), BLACK(1, "black", MapColor.BLACK), RED(2, "red", MapColor.RED), BROWN(3, "brown", MapColor.BROWN), PINK(4, "pink", MapColor.PINK), YELLOW(5, "yellow", MapColor.YELLOW), GREEN(6, "green", MapColor.GREEN); private static final EnumMarble[] META_LOOKUP = new EnumMarble[values().length]; private final int meta; private final String name; private final MapColor mapColor; private EnumMarble(int metaIn, String nameIn, MapColor mapColorIn) { this.meta = metaIn; this.name = nameIn; this.mapColor = mapColorIn; } static { for (EnumMarble value : values()) { META_LOOKUP[value.getMetadata()] = value; } } public static EnumMarble byMetadata(int meta) { if (meta < 0 || meta >= META_LOOKUP.length) { meta = 0; } return META_LOOKUP[meta]; } @Override public String getName() { return this.name; } public int getMetadata() { return this.meta; } public MapColor getMapColor() { return this.mapColor; } public String toString() { return this.name; } } I looked at the vanilla code for planks but i can't find any difference that makes the variant incorrect
  8. If i change to this { "forge_marker": 1, "defaults": { "textures": { }, "model": "cube_all" }, "variants": { "normal": [{ }], "inventory": [{ }], "color": { "color=white": { "textures": { "all": "mineworld:blocks/marble_white"} }, "color=black": { "textures": { "all": "mineworld:blocks/marble_black"} }, "color=red": { "textures": { "all": "mineworld:blocks/marble_red"} }, "color=brown": { "textures": { "all": "mineworld:blocks/marble_brown"} }, "color=pink": { "textures": { "all": "mineworld:blocks/marble_pink"} }, "color=yellow": { "textures": { "all": "mineworld:blocks/marble_yellow"} }, "color=green": { "textures": { "all": "mineworld:blocks/marble_green"} } } } } or to this { "forge_marker": 1, "defaults": { "textures": { }, "model": "cube_all" }, "variants": { "normal": [{ }], "inventory": [{ }], "color=white": { "textures": { "all": "mineworld:blocks/marble_white"} }, "color=black": { "textures": { "all": "mineworld:blocks/marble_black"} }, "color=red": { "textures": { "all": "mineworld:blocks/marble_red"} }, "color=brown": { "textures": { "all": "mineworld:blocks/marble_brown"} }, "color=pink": { "textures": { "all": "mineworld:blocks/marble_pink"} }, "color=yellow": { "textures": { "all": "mineworld:blocks/marble_yellow"} }, "color=green": { "textures": { "all": "mineworld:blocks/marble_green"} } } } then the placed block has no texture too Also i don't understand where the difference comes from and how to tell the game to use the one without "color=" instead
  9. I removed that color part but nothing changed. My log throws this error [15:40:30] [main/ERROR] [FML]: Exception loading model for variant mineworld:marble#white for item "mineworld:marble", blockstate location exception: net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model mineworld:marble#white with loader VariantLoader.INSTANCE, skipping at net.minecraftforge.client.model.ModelLoaderRegistry.getModel(ModelLoaderRegistry.java:161) ~[ModelLoaderRegistry.class:?] at net.minecraftforge.client.model.ModelLoader.loadItemModels(ModelLoader.java:296) ~[ModelLoader.class:?] at net.minecraft.client.renderer.block.model.ModelBakery.loadVariantItemModels(ModelBakery.java:175) ~[ModelBakery.class:?] at net.minecraftforge.client.model.ModelLoader.setupModelRegistry(ModelLoader.java:151) ~[ModelLoader.class:?] at net.minecraft.client.renderer.block.model.ModelManager.onResourceManagerReload(ModelManager.java:28) [ModelManager.class:?] at net.minecraft.client.resources.SimpleReloadableResourceManager.registerReloadListener(SimpleReloadableResourceManager.java:121) [SimpleReloadableResourceManager.class:?] at net.minecraft.client.Minecraft.init(Minecraft.java:559) [Minecraft.class:?] at net.minecraft.client.Minecraft.run(Minecraft.java:421) [Minecraft.class:?] at net.minecraft.client.main.Main.main(Main.java:118) [Main.class:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_181] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_181] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_181] at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_181] at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?] at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_181] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_181] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_181] at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_181] at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:97) [start/:?] at GradleStart.main(GradleStart.java:25) [start/:?] Caused by: net.minecraft.client.renderer.block.model.ModelBlockDefinition$MissingVariantException at net.minecraft.client.renderer.block.model.ModelBlockDefinition.getVariant(ModelBlockDefinition.java:83) ~[ModelBlockDefinition.class:?] at net.minecraftforge.client.model.ModelLoader$VariantLoader.loadModel(ModelLoader.java:1175) ~[ModelLoader$VariantLoader.class:?] at net.minecraftforge.client.model.ModelLoaderRegistry.getModel(ModelLoaderRegistry.java:157) ~[ModelLoaderRegistry.class:?] ... 20 more
  10. Hi everyone I'm trying to make metadata blocks in 1.12.2 using the forge_marker blockstates system. Now, the block itself works fine, if i place them down i get different textures based on their variant. But in inventory i get the black/purple texture This is my json blockstate file { "forge_marker": 1, "defaults": { "textures": { }, "model": "cube_all" }, "variants": { "normal": [{ }], "inventory": [{ }], "color": { "white": { "textures": { "all": "mineworld:blocks/marble_white"} }, "black": { "textures": { "all": "mineworld:blocks/marble_black"} }, "red": { "textures": { "all": "mineworld:blocks/marble_red"} }, "brown": { "textures": { "all": "mineworld:blocks/marble_brown"} }, "pink": { "textures": { "all": "mineworld:blocks/marble_pink"} }, "yellow": { "textures": { "all": "mineworld:blocks/marble_yellow"} }, "green": { "textures": { "all": "mineworld:blocks/marble_green"} } } } } And this is how i register them ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(MARBLE), 0, new ModelResourceLocation(MARBLE.getRegistryName() + "_white", "white")); ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(MARBLE), 1, new ModelResourceLocation(MARBLE.getRegistryName() + "_black", "black")); ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(MARBLE), 2, new ModelResourceLocation(MARBLE.getRegistryName() + "_red", "red")); ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(MARBLE), 3, new ModelResourceLocation(MARBLE.getRegistryName() + "_brown", "brown")); ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(MARBLE), 4, new ModelResourceLocation(MARBLE.getRegistryName() + "_pink", "pink")); ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(MARBLE), 5, new ModelResourceLocation(MARBLE.getRegistryName() + "_yellow", "yellow")); ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(MARBLE), 6, new ModelResourceLocation(MARBLE.getRegistryName() + "_green", "green")); What am i missing here?
  11. I don't know, i feel like i have more control on what's going on. But it's just me ?
  12. For the tab: yes, that was the problem. For the registry: ok, i'll stick with your method even if i don't like it very much ? Sorry if this bother you, not my intention of course ?
  13. Kinda, i now have a different problem Items shows up correctly in the creative tab, however the tab itself is missing the icon. I now use this to register my items @SubscribeEvent public static void registerItems(Register<Item> event) { final Item[] items = MWItems.createItems(); event.getRegistry().registerAll(items); } -- In MWItems public static ArrayList<Item> ITEMS = new ArrayList<Item>(); public static Item RUBY = null; public static Item SAPPHIRE = null; public static Item BRONZE_INGOT = null; public static Item COPPER_INGOT = null; public static Item SILVER_INGOT = null; public static Item ALUMINIUM_INGOT = null; public static Item PYRITE = null; public static Item[] createItems() { RUBY = new ItemMW("ruby").register(); SAPPHIRE = new ItemMW("sapphire").register(); BRONZE_INGOT = new ItemMW("bronze_ingot").register(); COPPER_INGOT = new ItemMW("copper_ingot").register(); SILVER_INGOT = new ItemMW("silver_ingot").register(); ALUMINIUM_INGOT = new ItemMW("aluminium_ingot").register(); PYRITE = new ItemMW("pyrite").register(); return ITEMS.toArray(new Item[ITEMS.size()]); } -- ItemMW class public class ItemMW extends ItemBasicMW { public ItemMW(String registryName) { this(registryName, MWTabs.MISC); } } -- ItemBasicMW class public class ItemBasicMW extends Item { private String registryName; public ItemBasicMW(String registryName, CreativeTabs Tab) { super(); this.registryName = registryName; setCreativeTab(Tab); } public Item register() { setUnlocalizedName(ModSettings.MODID + "." + this.registryName); setRegistryName(this.registryName); MWItems.ITEMS.add(this); return this; } } EDIT: I use this class to create my tabs public class CreativeTabMW extends CreativeTabs { private ItemStack icon; public CreativeTabMW(String name, Item item) { super(ModSettings.MODID + "." + name); icon = new ItemStack(item); } public CreativeTabMW(String name, Block block) { super(ModSettings.MODID + "." + name); icon = new ItemStack(block); } @SideOnly(Side.CLIENT) @Override public ItemStack getTabIconItem() { return icon; } } If i change the getTabIcon and set there the item, the icon shows up, but if i use the parameter passed from the constructor it won't. Why is this happening?
  14. Ok i got it, i've seen a tutorial about the new registry system that essentialy does something like this Item[] items = { new ItemTest1(), new ItemTest2() } I guess that if i call a method somewhere that does this Item1 = new Item1(); Item2 = new Item2(); and then add the items to the list should be the same, right? For the reflection part, i guess adding manually each item to the registry is the good practice here As i said the mod adds a really big amount of items and blocks and with this in previous versions i was able to add many features really quick since i don't have to worry about registering the item and the model. But as i said i guess the good practice is to use a list that holds every single item of the mod and use that as a "register holder", so i'll swap to that On the exception: you are totally right. I use to do it in my code, don't know why i didn't here (probably because is unlikely that the item won't be registered)
  15. Hi everyone! I have a bit strange problem with my mod's blocks and items. Essentially they are not showing up in the creative tabs even if they are registered correctly and the tab is set. This is the code for my item package com.mineworld.item; import com.mineworld.core.MWTabs; import net.minecraft.item.Item; public class ItemMW extends Item { public ItemMW() { setCreativeTab(MWTabs.MISC); } } Nothing special as you can see. And this is how i create my items package com.mineworld.core; import com.mineworld.item.ItemMW; import com.mineworld.settings.ModSettings; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraftforge.fml.common.registry.GameRegistry.ObjectHolder; @ObjectHolder(ModSettings.MODID) public class MWItems { public static final Item RUBY = new ItemMW(); public static final Item SAPPHIRE = new ItemMW(); public static final Item BRONZE_INGOT = new ItemMW(); public static final Item COPPER_INGOT = new ItemMW(); public static final Item SILVER_INGOT = new ItemMW(); public static final Item ALUMINIUM_INGOT = new ItemMW(); public static final Item PYRITE = new ItemMW(); } And finally how i register them. I use reflection because i'm lazy and don't want to type any single item or block into the registration method (since the mod itself adds really tons of stuff) @EventBusSubscriber public class RegistryHandler { @SubscribeEvent public static void registerItems(Register<Item> event) { ArrayList<Item> items = new ArrayList<Item>(); for (Field itemField : MWItems.class.getFields()) { try { Object obj = itemField.get(MWItems.class); if (obj != null && obj instanceof Item) { Item item = (Item)obj; item.setUnlocalizedName(itemField.getName().toLowerCase()); item.setRegistryName(itemField.getName().toLowerCase()); items.add(item); } } catch (IllegalArgumentException | IllegalAccessException e) { LogUtils.Exception(e, "RegistryHandler - Register Items"); } } event.getRegistry().registerAll(items.toArray(new Item[items.size()])); } } Both the tab and the items works correctly, i can get them via commands and models/textures show up correctly. If i set the creative tab inside this method they will show up inside the tab, is just when i set the tab into the constructor that they don't :/ Any idea of why this is not working? By the way if you have any idea to improve the registration method, so it keeps register items just by instantiating them from the item class, it would be appreciated :)
  16. I have it in the ClientProxy, after the addKeys call
  17. Me too has no problem with the keys itself, it's just that if i have exactly 2 keys of the same category (not more) the Controls screen crash the game. And it looks like it's a bug in the Control GUI, because it doesn't make any sense that more keys within the same category doesn't give the same crash
  18. Yes in the first iteration the keys with the same category was not one after the other, meaning that when the game adds the second key the previous category was a different one and so it adds the duplicate. Fun fact: i've added more keys in the same category and now the controls screen appear and in the gui init the check on s and s1 is correct O_O
  19. I've looked at the listEntries array that is generated (and that gives the exception). As you can see there are 2 categories with the same name but different ID, and these are the categories that comes from the 2 keys with the same one
  20. Changing the registration method didn't solved the error, but i've noticed going into debug mode when i enter the controls screen that the key category for KEY_SKILLS and KEY_SKILL_1, wich is the same, is added twice in the key list, while other categories like normal vanilla keybinds categories are added once. Infact, if i move one of them to a new category everything works fine. This is how i register the key binds now public static void registerKeys() { ClientRegistry.registerKeyBinding(KEY_GUILD); ClientRegistry.registerKeyBinding(KEY_SHOP); ClientRegistry.registerKeyBinding(KEY_SKILLS); ClientRegistry.registerKeyBinding(KEY_SKILL_1); } So am i doing something wrong? And if so how can i register 2 keys within the same category? Or it's a Forge bug?
  21. Yes, the addKeys is called (as i said the keys itself works normally, if i press one of them they do what they've been registered for). I used the reflection method because i plan to add more keybinds and with this i just have to register it, but i'll try to register them manually and see what happens
  22. In my mod i'm registering different key bindings. However for some reason if i go to the Controls screen, to view the keys and re-map them, the game crashes with this error java.lang.ArrayIndexOutOfBoundsException: 42 at net.minecraft.client.gui.GuiKeyBindingList.<init>(GuiKeyBindingList.java:49) at net.minecraft.client.gui.GuiControls.initGui(GuiControls.java:38) at net.minecraft.client.gui.GuiScreen.setWorldAndResolution(GuiScreen.java:553) at net.minecraft.client.Minecraft.displayGuiScreen(Minecraft.java:1018) at net.minecraft.client.gui.GuiOptions.actionPerformed(GuiOptions.java:152) at net.minecraft.client.gui.GuiScreen.mouseClicked(GuiScreen.java:504) at net.minecraft.client.gui.GuiScreen.handleMouseInput(GuiScreen.java:619) at net.minecraft.client.gui.GuiScreen.handleInput(GuiScreen.java:585) at net.minecraft.client.Minecraft.runTick(Minecraft.java:1797) at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:1118) at net.minecraft.client.Minecraft.run(Minecraft.java:406) at net.minecraft.client.main.Main.main(Main.java:118) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:97) at GradleStart.main(GradleStart.java:26) These are my key bindings package com.rpg.core; import java.lang.reflect.Field; import org.lwjgl.input.Keyboard; import net.minecraft.client.settings.KeyBinding; import net.minecraftforge.fml.client.registry.ClientRegistry; public class RPGKeys { public static KeyBinding KEY_GUILD; public static KeyBinding KEY_SHOP; public static KeyBinding KEY_SKILL_1; public static KeyBinding KEY_SKILLS; public static void addKeys() { KEY_GUILD = new KeyBinding("keys.guilds.description", Keyboard.KEY_G, "keys.guilds.category"); KEY_SHOP = new KeyBinding("keys.shop.description", Keyboard.KEY_K, "keys.shop.category"); KEY_SKILL_1 = new KeyBinding("keys.skills.description", Keyboard.KEY_Z, "keys.skills.category"); KEY_SKILLS = new KeyBinding("keys.skills.skills", Keyboard.KEY_O, "keys.skills.category"); } public static void registerKeys() { Field[] fields = RPGKeys.class.getFields(); for (Field field : fields) { try { if (field.get(RPGKeys.class) != null) { ClientRegistry.registerKeyBinding((KeyBinding) field.get(RPGKeys.class)); } } catch (IllegalArgumentException | IllegalAccessException exception) { exception.printStackTrace(); } } } } The keys works as intended, if i remove one key from here everything works fine. It's just in the Controls screen that the crash happen. What could be the cause of this?
  23. I tried that event, but i get some issues: the event is fired when the mouse is moved, not only when it's clicked, and if there are two GUI's opened, like the chat gui and the notification, it will take the chat gui because it's a GuiScreen. I also didn't get a way to check where the click happened I guess i'll move on and discard this idea
  24. Right, i'm a bit confused on this. The mod runs on the server but the event happens on client, right. By the way i'll try that event
  25. I'm worry this could be heavy to handle. Consider that the mod will run on a server with many players, so handling mouse movement for every player could lead to some lag i guess
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