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Posts posted by Animefan8888
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1 hour ago, me1 said:
for (int i = 0; i < ForgeRegistries.BIOMES.getValues().size(); ++i) { for (Biome biomeCan : ((OreType) oreType).biomes) if (ForgeRegistries.BIOMES.getValues().contains(biomeCan)) { OreType ore = (OreType) oreType; ConfiguredPlacement placement = Placement.COUNT_RANGE.configure(ore.countRangeConfig); ((Biome)ForgeRegistries.BIOMES.getValues().toArray()[i]).addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Feature.ORE.withConfiguration(new OreFeatureConfig(ore.fillerBlockType, ore.ore, ore.size)).withPlacement(placement)); } }
What are you trying to do here?
You iterate every biome for the oreType for every biome in the game.
News flashQuote(Biome)ForgeRegistries.BIOMES.getValues().toArray()
This is not the biome that you want to add it to. Right now your code will try to add it to every biome.
1 hour ago, me1 said:FMLLoadCompleteEvent
This is not the correct event to do this in. You should be doing this in the FMLCommonSetupEvent.
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42 minutes ago, Cobiy said:
Deprecated Gradle features were used in this build, making it incompatible with Gradle 5.0.
Use '--warning-mode all' to show the individual deprecation warnings.
See https://docs.gradle.org/4.9/userguide/command_line_interface.html#sec:command_line_warningsThis isn't really a problem. From my experience it always says that. Was there an actual error?
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4 minutes ago, Cobiy said:
1. Run the following command: "gradlew genEclipseRuns" (./gradlew genEclipseRuns if you are on Mac/Linux)
There is another command gradlew eclipse. However you opened the project as a gradle project as such I'm not sure how necessary it is. I always
gradlew eclipse
gradlew genEclipseRunsImport Project as a Java Project.
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16 minutes ago, ultra_reemun said:
Oh I see. Do you know how I'd go about checking if it was a subclass of Pickaxeitem? That would at least give me compatability with a couple mods, aswell as all the vanilla ones.
Thank you for all your help today!
You could also do.
Item::getToolTypes // Which returns a Set<ToolType> Set::contains
Check if the Item::getToolTypes contains ToolType.PICKAXE.
Generally all Pickaxe Items even ones that do not extend PickaxeItem will have ToolType.PICKAXE in their tool types.- 2
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5 hours ago, MisterSirCode said:
Is there a newer way to allow a "TRANSPARENT" renderType on a single glass element inside a model, while keeping the "CUTOUT" or "SOLID" portions of the rest of the model. Using transparent rendertype on solid materials gives nasty render errors and bad results.
When you call RenderTypeLookup.setRenderLayer which takes a predicate. I'm not sure exactly what this is used for but you can allow for multiple render types. Have you tried using the translucent render type. What happens when you just use that one.
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Just now, pwazconvoid said:
mod examplemod resources at E:\examplemod\forge-1.12.2-mdk\out\production\forge-1.12.2-
1.12.2 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. For more information read the LTS at the top of the page.
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14 minutes ago, evjeny.23 said:
P.S. It logs "RIGHT CLICK".
Are you testing in creative mode? If you are PlayerEntity::addItemStackToInventory returns true even if the players inventory is full.
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18 minutes ago, evjeny.23 said:
It doesn't work somewhy. No errors and no item.
Post more of your code.
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1 minute ago, evjeny.23 said:
So, what's the alternative to that which works in newer versions of Minecraft?
World::addEntity
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1 minute ago, Spyeedy said:
do I need to have any registration?
No.
2 minutes ago, Spyeedy said:How will I open them?
Minecraft::displayGuiScreen seems like a good bet. Remember that is client only code and must only exist on the dedicated client.
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22 minutes ago, SSilvamc said:
@SubscribeEvent public static void setupClient(final FMLClientSetupEvent event) { RenderingRegistry.registerEntityRenderingHandler(EmpiresEntities.ELEPHANT.get(), ElephantEntityRenderer::new); }
Does this get called?
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16 minutes ago, AlexInCube said:
nobody did that at 1.15?
Did you register your packet?
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18 minutes ago, Babelincoln1809 said:
but what I'm actually getting is nothing.
The vanilla shield actually has two model files that it uses. minecraft:item/shield.json and minecraft:item/shield_blocking.json. You need to use the ItemOverrider you have in the constructor to tell it to point to the second model.
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3 minutes ago, Babelincoln1809 said:
This is the custom shield code, it's basically a copy of the actual shield code but got rid of the stuff for dye and banners.
You need to override IForgeItem::isShield to return true. And I'll need more information to help you with the animation. What exactly is happening versus what you expect to happen.
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2 hours ago, Keheck said:
How can I [make Minecraft] add the entity to the ClientWorld instance as well?
You need to override Entity::createSpawnPacket and inside use NetworkHooks.getEntitySpawningPacket. I believe this is automatically handled for LivingEntity subclasses. But I'm unsure.
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3 hours ago, IceMetalPunk said:
Any suggestions?
RenderTypeLookup.setRenderLayer and RenderLayer.getCutoutMipped is the one you will want i think.
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1 minute ago, VulpixUsedEmber said:
how do they manage to support modding 1.12.2?
People who don't want to move onto the newer versions because all the big mods have yet to be updated. Similar to you except they have been doing it for a while. It's the same for 1.8.9. A decent portion of the community that didn't like the combat update refuses to update and people still make mods for 1.8.9 they don't get support here.
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1 minute ago, Shelk said:
It says if you come for help with other versions, you can't. But 1.12 is not in the other versions
It specifically says 1.12 is no longer supported. It says this to make it clear. "Other Versions" means not the latest and the one immediately before the latest in this case.
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16 minutes ago, Shelk said:
Doesn't it mean I can get help for 1.12.2 anyway ?
No.
16 minutes ago, Shelk said:1.12 is no longer supported on this forum
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3 minutes ago, VulpixUsedEmber said:
I just don't get why that existing knowledge is being taken away from public sources.
It's really not. It's just not supported on this forum anymore. There are other forums where you can go for modding help.
4 minutes ago, VulpixUsedEmber said:Make a forum rule to tag your version, etc.
Yes because everyone reads the rules or the appropriate information before posting on a forum. Also how would you enforce that? Would you have a warning system? Just make more work for the very few mods that this forum has?
4 minutes ago, VulpixUsedEmber said:I'd imagine someone capable of confidently answering any modding question would have a pretty good idea what works in what versions, especially when the version I'm asking about:
Sure you can say this is true, but imagine not touching a large code base like Minecraft/Minecraft Forge(specifically pre 1.14) for a few months perhaps years in the cases of 1.8.9 then being asked a question about those versions? Honestly my answer may be a bit spotty. And I may lead you in the absolute wrong direction.
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Sorry 1.12.2 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. For more information read the LTS at the top of the page.
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5 minutes ago, VulpixUsedEmber said:
Would anyone be able to update a list of about 100 mods from different authors from 1.12.2
I doubt anyone would want to. Why not wait for their creators to update them.
6 minutes ago, VulpixUsedEmber said:to a version this forum hasn't obsolesced the knowledge about?
It's not that the version has become obsolete. It just can you imagine having to support 10 different versions of a codebase that has been heavily modified over each version? Like if there is a bug found in Minecraft 1.15.2 at this point do you think Mojang is going to release 1.15.3 in order to fix that bug or just fix it in 1.16+ when it comes out?
Also you can easily find many resources for 1.12.2 out there as it was the primary version for Minecraft Forge for a long time.
Or even outside of Minecraft would you expect Microsoft to offer support for older versions of Windows like Windows XP even though they have explicitly discontinued support for it. -
8 minutes ago, SSKirillSS said:
Still an issue.
Show what you've tried.
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9 minutes ago, ultra_reemun said:
damage other entities?
What do you mean other entities? Try taking a look in the class and it's parent classes.
error: code too large
in Modder Support
Posted
Yes. Sadly you are repeating yourself an awful lot.
Imagine
for (type in tool_types) // COPPER/TIN, IRON/LEAD, etc
setup(new Item(new Item.Properties()), type + "_pickaxe");
setup(new Item(new Item.Properties()), type + "_axe");
// ETC