Everything posted by Animefan8888
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[1.12.2] Persisting Player Capability Inventory Data
No problem, glad you got it working.
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Registry event firing order
Did you use a custom IUnlistedProperty implementation and an ExtendedBlockState?
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Registry event firing order
Yes, unless it is a vanilla registry in which ForgeRegistries.REGISTRY.
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Registry event firing order
So the ultimate conclusion is that dynamic registration is not needed as one could register a single item/block for a single registry. Using metadata in 1.12 and lower and NBT/capabilities in 1.13+. And for blocks an IUnlistedProperty to store the Entry in a TE. I retract my dynamic registry approach.
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Coremod not working
Coremods are not supported on this forum, a moderator will most likely close this thread.
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Registry event firing order
It is currently impossible to program as well, what I suggested allows for dynamic Block/Item Registries, based on other registries.
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Registry event firing order
Then Mod B would be using the Registry wrong, because then they require the Item Registry to be ran again. Just to add their charms into the game. This isn't a flawed methodology of the system it is a flawed methodology of the user. Pre events would be used to modify future events in most cases Items and Blocks, while Post events are basically the equivalent to Item and Block events, but may also rely on Items/Blocks being registered.
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Registry event firing order
The main use would be to register these entries based on Items/Blocks and Block/Item entries based on other entries, not registry A on registry B.
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Registry event firing order
This is where EventPriority would take place, and if you need to react to another mod doing stuff then this should be where Loader.isModLoaded should take place and the modder would need to write custom code to interact with that mod.
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Registry event firing order
A solution to this would be to fire the event twice, once before Item/Block Registration and another time after. Modders would just have to add an if statement to check the if it is Pre or Post, or make the registry event have a pre or post subevent. Though the first option would be the easiest to implement, while the second would be more efficient.
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Registry event firing order
Blocks are registered first because of ItemBlocks, since they need a reference to the block. But you can instantiate your items in preInit and then your blocks can reference them, they just won't be registered.
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[1.12.2] Correct event for setting EntityPlayerSP.activeHand
Just use one of PlayerInteractEvent sub events to add a new rightClick for an item.
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[1.12.2] Persisting Player Capability Inventory Data
Use the debugger and find out what is null
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1.10.2 Partially transparent block, forge multilayer isn't working
What does the log say, it is the most useful in this situation, please post it.
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[1.12.2] Persisting Player Capability Inventory Data
Can I see the crash, kinda hard to debug without it.
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Block drops twice
I already told you the fix to this in your last post !world.isRemote, you should only spawn entities on the server.
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Need to get block Data Value
But there are also modded blocks.
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Need to get block Data Value
Only spawn the entity on the server, !world.isRemote Also, Or,
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When to call ModelLoader()
It is client side only code, the server need not know about the model. You will then call that client proxy method in your ModelRegistryEvent class.
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Need to get block Data Value
This is not true, this will not work in all cases, blocks and items may have different metadata, and there are blocks that have more metadata than items, IE logs.
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Need to get block Data Value
First off, are you trying to get the full drops of the block, or just the block itself? If the later Block#getPickBlock will return the block as an itemstack as it's respective type, IE oak to oak, spruce to spruce. You can get the raytrace result by creating a new instance from the data passed into the event. If it is the former then you should call Block#getDrops(NonNullList<ItemStack>, IBlockAccess, BlockPos, int) which will add the blocks drops to the NonNullList you pass in.
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Need to get block Data Value
Block#getPickBlock(IBlockState, RayTraceResult, World, BlockPos, EntityPlayer)
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Prevent client event being sent to Server?
No, unless your other right click events set cancelled to false. It seems that there is no way for this to happen with forge currently.
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Prevent client event being sent to Server?
Have you tried setting the event to cancelled? event.setCanceled(true)
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Prevent client event being sent to Server?
event.getSide() == Side.CLIENT Though this is assuming that your method of opening a gui is client side only.
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