Everything posted by Animefan8888
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[1.15.2] A question about Tags
It's really only good for the basic things which you have a lot of. Something like a basic Item or Block that has no special model functionality. However I can actually imagine the recipe one being incredibly useful. I remember the days when adding a recipe to the game was a single line of code. Now it's a whole file.
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[1.15.2] Check if the player has swung their weapon
Is it your Item? If so you can use Item::hitEntity to detect when an Entity is hit. However you can't stop the hit/damage from being processed. If you end goal is too cancel damage/an attack you should use LivingAttackEvent and cancel it when you want the attack to not happen.
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[1.15.2] A question about Tags
Imagine having to write 100-200 json files by hand. Now imagine you had code that would do it for you once and never run again. That's why it's really just code that generates the data files to be loaded up by the data system. You do not need to use it. The code is not executed outside of development unless you manually call it or something.
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[1.15.2] Check if the player has swung their weapon
Depends on what you want to do. How do you define "swung their weapon"? Is this any left click with the Item in their hand? You may need to use a combination of PlayerInteractEvent subclasses. Elaborate a bit more.
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[1.14] Received empty payload on channel fml:handshake
Everything that needs to be done on the main thread. Anything that interacts with Minecraft/Minecraft Forge directly I believe. This includes your Capability registration. Also I didn't expect it to solve it. What exactly is the problem though? Does that error actually even mean anything? Like are your packets working or not?
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[1.15.2] Textures not applied to model
What does the model file look like? Also is there anything in the console?
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Is there a way to render "Translucent" parts of a model, but keep other parts "Solid" to prevent shadow glitches and wall clips?
I don't believe these are the appropriate texture paths.
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[1.14] Received empty payload on channel fml:handshake
If I recall correctly you need to use DeferredWorkQueue.runLaterDeffered in the mod life-cycle events because they run on a separate thread. But I honestly don't know what is causing your problem. Could be the lack of sleep I have.
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Must all entities have a constructor that only takes net.minecraft.world.World as a parameter?
That constructor makes me think you are using 1.12 or an earlier version. Which are not 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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Help with directional block textures
Please don't hijack a thread. Please make your own.
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Help with directional block textures
1.12.2 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. For more information on this please read the LTS at the top of the page.
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[1.15.2] Fluid Containers in MCForge, seeking tutorial
I believe you still use CapabilityFluidHandler for this.
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Custom Horse Armor Texture Location Syntax Problem
Please learn Java before you make a mod. A ResourceLocation is a class type and you need an instance of that class to pass into the constructor.
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[1.12.2 FORGE] Event Modification Not Functioning
1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. For more information on this check out the LTS on the top of the page.
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[1.15.2] Using "builtin/entity" for Blocks using TileEntityRenderer
Yes there is. You must also have an ItemStackTileEntityRenderer and you must bind it to your item via Item.Properties::setISTER
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Custom Shield Help
Show what you have.
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Override/Modify an external method
Your mod will need to have that mod as a dependency and then you can just override the Block in the Registry.
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Particles [1.15.2]
Either of those work it depends on how you prefer to do it. I personally prefer the events. Look at the vanilla particles.
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Problem with registering an item.
If there are it is a very small amount and you shouldn't run into any problems following that tutorial. However if you do you can always come back here or check out other tutorials. I'm currently working on video tutorials.
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Problem with registering an item.
This line is your problem. It's supposed to be Bus.MOD
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How do i meke the redstone ore glow for exact 4 secconds (80 ticks) after been activated?
That is what I originally meant. Or something along those lines, However it seems that may have been changed, or it was never like that and I'm crazy. It seems an entity calls Block::onEntityCollision if the Entity's bounding box exists within the BlockPos(block space) of a block. IE if I stand next to a flower pot I'm considered colliding with that block.
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Is it possible to replace the ender dragon with a modded one and make him stronger
o.0 I think you can just register a new Renderer for the EnderDragon to make that happen. And in order to store new variables on the EnderDragon you can just use a Capability. The rest of that sounds like new AI. I included the word "maybe" in there because I don't know which way is easier. It might be easier to build on top of the already existing EnderDragonEntity instead of making a new one and replacing it.
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Is it possible to replace the ender dragon with a modded one and make him stronger
Probably use EntityJoinWorldEvent to stop the Dragon from being spawned and then spawn your own. In those regards do everything the vanilla one does. If your goal is to make the Ender Dragon harder maybe just change it's AI and stats instead of creating an entirely new Entity.
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[1.14/1.15] Detect client side when player logs in/out
WorldEvent.Unload seems to be just what you need.
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[1.15] Save data to world using WorldSavedData
Honestly it might, but I'm not sure that's something worth testing. Maybe the OP can enlighten us when/if they try it.
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