Jump to content

Zeher_Monkey

Members
  • Posts

    169
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Zeher_Monkey

  1. I much appreciate the help. I figured it out! So I have a custom Options class which extends the vanilla Options class. When I initialize it in the ConfigScreen, I need to supply a file. I chose to use a blank file with "." as the path. For some reason this appears to be the issue, despite never actually using a physical file, because I am using the Forge config system, this has finally fixed the issue. OLD: public void initOptions() { this.OPTIONS_ROW_LIST = new CosmosOptionsList( this.minecraft, this.width, this.height, OPTIONS_LIST_TOP_HEIGHT, this.height - OPTIONS_LIST_BOTTOM_OFFSET, OPTIONS_LIST_ITEM_HEIGHT, OPTIONS_LIST_BUTTON_HEIGHT, 310, new CosmosOptions(Minecraft.getInstance(), new File(".")) ); } NEW: public void initOptions() { this.OPTIONS_ROW_LIST = new CosmosOptionsList( this.minecraft, this.width, this.height, OPTIONS_LIST_TOP_HEIGHT, this.height - OPTIONS_LIST_BOTTOM_OFFSET, OPTIONS_LIST_ITEM_HEIGHT, OPTIONS_LIST_BUTTON_HEIGHT, 310, new CosmosOptions(Minecraft.getInstance(), new File(this.minecraft.gameDirectory.getAbsolutePath() + "/dimpockets")) ); } Such a strange issue, but thats Minecraft & Forge Still giving some strange issues, but it doesn't require a full restart anymore.
  2. I was about to say during my testing I removed all of my custom Option List code and it worked, but obviously stopped the screen from doing what I need it to. Code available at its GitHub Repo: https://github.com/CosmosMods/CosmosLibrary/tree/1.20.1-10.3.1.0/src/main/java/com/tcn/cosmoslibrary/client/ui/screen/option All of the Options related classes are in there.
  3. I can certainly try that for sure. It is shown to the player only if they go into it, it uses Forge's ConfigScreenFactory system. This is the registry code: @OnlyIn(Dist.CLIENT) Public static void registerClient(ModLoadingContext context) { context.registerExtensionPoint(ConfigScreenFactory.class, () -> new ConfigScreenFactory((mc, screen) -> { return new ScreenConfiguration(screen); })); } Main Menu -> Mods -> Mod -> Config (this is when my screen class comes in) I have used plenty of other mods who use the same system and never had an issue. It could be an issue with Forge, but I am not sure.
  4. Hi, thanks for the reply. I tried what you suggested, along with a number of other things and it is still doing the same thing. I'm pulling my hair out at this point. I also tried commenting out the other functions relating to Mouse or Keyboard inputs and no luck. Mouse movement works, but mouse buttons do not. No keyboard inputs are accepted other than ESC to open the Pause Screen. When the pause screen or Main Menu screens are open mouse and keyboard inputs work as expected. I have searched high and low on this forum and not encountered anyone else with the same problem, and the documentation is frustratingly lacking for this particular area. I have even delved into some of Minecrafts own settings screens and they don't do it a different way. All of them just use the minecraft.setScreen(screen); function.
  5. I am in the process of updating my mod to 1.20.1. I have everything mostly working, except random crashes. I have attached the crash report: Any help is appreciated! EDIT: Solved, I had a poseStack.popPose(); in the wrong place.
  6. So this has been an issue for me for a while, but I would like to have it resolved now. I have tried a myriad of things to fix it. Basically when I open the config screen for my mod, everything works as normal. However once I exit the screen, all keys are disabled, WASD, E for inventory etc. ESC still works, but my character cannot move or open the inventory. Any help would be appreciated Exiting to the main menu and then returning to the game also does nothing, the game has to be fully closed and restarted. ModBusManager.java ScreenConfiguration.java I believe it is something to do with the onClose function, but I am not sure.
  7. Okay thanks, I need to wrap my head around this new system. Do I use this for *literally* everything? MenuTypes, BlockEntityTypes etc?
  8. Hi, I have begun to port my mod from 1.18.1 to 1.18.2 and my custom JSON recipe system is stopping me from loading the game up at the moment. Everything worked in 1.18.1, but I know that the minor version change actually had major changes behind the scenes, so Im wondering if anyone knows what my issue is. CraftingManager.java I am assuming that Mojang has locked the vanilla Recipe Type system, but I cannot seem to find an alternative. Crash Report (Snippet): Ive been out of the scene for a few months, so am not in the loop with major changes, so go easy Thanks in advance
  9. Hi all, I have been bashing my head against the wall for hours trying to get ore generation working in my mod. I have tried to follow a few tutorials with little success. Forge: 39.0.5 ForgeBusSubscriber: Mod Class: I have had no luck in getting anything to spawn, despite checking that the biomeloading events features do contain my placed feature. Any help as always is appreciated.
  10. So I have a block that has a good few blockstates. I am trying to be efficient with the JSON so I can save a lot of unnecessary code. Here is my dilema: I have 2 properties, "type" and "mode". If "mode" = 0 and "type" = 0, I want to apply a model, however if "mode" = 1 I want to apply something to all models, but not if "type" = 0. So if "mode" = 1 and "type" = 1, 2 or 3, apply a model, but not if "type" = 0. Here is my current BlockState .json file. { "forge_marker": 1, "multipart": [ { "apply": { "model": "dimensionalpocketsii:block/module/connector/base" } }, { "when": { "AND": [ { "mode": "0", "type": "0" } ] }, "apply": { "model": "dimensionalpocketsii:block/module/connector/screen" } }, { "when": { "AND": [ { "mode": "1", "type": "0" } ] }, "apply": { "model": "dimensionalpocketsii:block/module/connector/screen" } }, { "when": { "AND": [ { "mode": "2", "type": "0" } ] }, "apply": { "model": "dimensionalpocketsii:block/module/connector/screen" } }, { "when": { "AND": [ { "mode": "3", "type": "0" } ] }, "apply": { "model": "dimensionalpocketsii:block/module/connector/screen" } }, { "when": { "mode": "0" }, "apply": { "model": "dimensionalpocketsii:block/module/connector/base_mode" } }, { "when": { "mode": "1" }, "apply": { "model": "dimensionalpocketsii:block/module/connector/base_mode" } }, { "when": { "mode": "2" }, "apply": { "model": "dimensionalpocketsii:block/module/connector/base_mode" } }, { "when": { "mode": "3" }, "apply": { "model": "dimensionalpocketsii:block/module/connector/base_mode" } } ] } I have looked around for info on this particular method of doing multiparts and have had little luck. Any help is appreciated!
  11. .minecraft/logs/debug.log To find .minecraft: Windows key + R -> %appdata% -> roaming -> .minecraft
  12. Okay thank you. I'm now using the path ie "overworld" or "the_nether" and I'm replacing _ with a space and capitalising the first letter of every word.
  13. Im am rendering labels in the world, but the background cuts out part of my block behind it. I have tried tinkering with the variables in the FontRenderer.renderInBatch(); Method, but nothing seems to be working. Image of my problem: My Code: Any help is appreciated!
  14. Hi all, I'm trying to find a localized name for a Dimension. I know that with the registry system, resource locations are used, for example: minecraft:overworld But is there a localized (player friendly) name somewhere?
  15. I have managed to get it working in survival. It's still behaving oddly, but it does work now. Thanks for the help!
  16. I have tried with just a single Portal block, the same Issue ocurrs.
  17. I'm using vanilla code to create the Portal Blocks, so when the player is trying to enter the Portal it could be calling the code multiple times, but it works in Creative mode and when travelling across dimensions. Just not the same dimension in survival mode. Here is where I pass the method to my TileEntity: BlockPortal:
  18. I have tried this: playerIn.connection.teleport(targetPos.getX(), targetPos.getY(), targetPos.getZ(), yaw, pitch); And I am still getting the same error: [12:42:47] [Server thread/WARN] [minecraft/ServerPlayNetHandler]: TheCosmicNebula_ moved wrongly!
  19. Here is where I call the teleport: TileEntityPortal Here is my ITeleporter: CosmosTeleportCore As you can see, I have tried many variations on ServerPlayerEntity.teleport() And I cannot just pull the ServerPlayerEntity.changeDimension() method because it uses variables that are private.
  20. I have tried in vain to teleport a player within the same Dimension when they collide with a block with no collision. In creative mode, it works flawlessly, but in singleplayer I keep getting this error: [01:50:38] [Server thread/WARN] [minecraft/ServerPlayNetHandler]: TheCosmicNebula_ moved wrongly! I have tried many methods, from many classes that teleport. I can use ServerPlayerEntity.changeDimension() However it causes massive lag because it is repeating the same code with all of the blocks. Any help would be appreciated, i'm pulling my hair out!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.