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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Does the server render things? Anything that has @SideOnly can only be referenced on that side. Then anything that doesn't make sense, such as the server registering models.
  2. Any methods you need to be called on either the Client or the server, IE on the client would be model registry(A method that calls ModelLoader.setCustomModelResourceLocation).
  3. it seems you need to use RenderGameOverlayEvent.Text to render text. So you may need both RenderGameOverlayEvent.Pre to cancel the item tooltips, and RenderGameOverlayEvent.Text to actually render.
  4. Take a look at GuiIngame#renderSelectedItem(ScaledResolution) lines 694-699
  5. Every Item has a registry name that is stored in its instance, since Items, Blocks, etc are singletons there is only one instance. The registry name is then mapped to the instance think Map<RegistryName, Item>.
  6. You will also need to have a FastTESR that renders the appropriate break stage. Or you could not return BlockFaceShape.UNDEFINED in Block#getBlockFaceShape
  7. Override hasCustomBreakingProgress(IBlockState) in your Block class.
  8. I use notepad++ as a text editor, but as was said just put what I posted under where it says "populate":
  9. On the client when you want the gui to popup...
  10. This is the name of your field in your main mod class.
  11. Correct, changing the cluster-size will change how much is in a vein and changing the cluster-count will change how many clusters in a chunk.
  12. Yours doesn't have an aluminum part in it, this is what the aluminum part I have looks like.
  13. If you use the EntityJoinWorldEvent to remove the EntityFallingBlock when it is an anvil and replace it with your own entity that does the same thing, but modifies the chance for breaking.
  14. If you use the EntityJoinWorldEvent to remove the EntityFallingBlock when it is an anvil and replace it with your own entity that does the same thing, but modifies the chance for breaking.
  15. In config/cofh/world you can mess with the ore generation of some mods. Thermal expansion is one of them.
  16. If you just want to display an achievement-like info box, 1.12.x has now generalized system into so-called toasts. You can implement the IToast interface and display it using MInecraft#getToastGui().add(IToast). This way you do not need this "fake achievement" just to display a box.
  17. I've never used intelij, but eclipse has a classpath where you can put projects into the run configuration. Is there something like that in intelij, and if so is your project in there.
  18. Github hasn't changed except for setState and the implementations being changed. shouldRefresh should compare the two IBlockStates parameters past in and return a value from that. aka if the blocks are not the same. Override hasTileEntity(IBlockState) instead of hasTileEntity() Have a good night.
  19. I can answer this question in their steed if you don't mind. 4 " These classes are legacy vanilla code. " Old unnecessary code. just override hasTileEntity(IBlockState) and createTileEntity(World, IBlockState). 5 Intermod compatibility. IInventory is provided by Minecraft and Forge has provided a system that works much better. The old system has been shipped away since the capability system was first introduced. 10 They can conflict with other mods, however a modid is unique to your mod(hopefully), thus removing the conflict. A good strategy would be to set unlocalized names to the registry name. 14 Static initializers are immpossible to control. You do not know when they are initialized, so therefore forge cannot assign the modid for the registry correctly. There are also other reasons for using the event system, but there are too many and I don't want to type them out. Less code and uses a method in the TileEntity instead of some method in the Block class. Self explanatory, but it saves and loads the blocks metadata/blockstate correctly. Now on to your problem with the de-syncing. If you remove onBlockAdded and onBlockPlacedBy it will fix your issue.
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