Everything posted by Animefan8888
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Struggling a little with client-side vs server-side in a very simple mod
Try changing if (!event.player.getEntityWorld.isRemote) //to if (event.player.getEntityWorld.isRemote)
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Struggling a little with client-side vs server-side in a very simple mod
Please post the crash report and always post the crash report when there is one.
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How do I properly get the BlockState of a Block/Item?
In what context are you using this? Because doing Block.getBlockFromItem(item) and then Block#getStateFromMeta(int) should return the proper BlockState for that metadata.
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[SOLVED] [1.10.2] Event in between BreakEvent and HarvestDropsEvent?
Very true, instead you should use the NeighborNotifyEvent.
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[1.12] Why do setRegistryName calls with differing modids to the active mod container always cause warnings?
Right forum and this is done to prevent modders from misstyping their modid when registering something.
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How can I do to make this spell can be installed only on my specific items
In your class that extends Enchantment you can override Enchantment#canApplyAtEnchantingTable and check if the item in the ItemStack parameter matches your items.
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[1.12.1] How to get tool efficiency
ToolMaterial#getEfficiencyOnProperMaterial exists in version 14.21.1.2387 of 1.12.1.
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Item Pedestal Block's model is not rendering?
Then you will want to use an IBakedModel and have your block's blockstate store the ItemStack using a custom IUnlistedProperty that you will apply in Block#getExtendedState.
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Item Pedestal Block's model is not rendering?
Then don't use it? What would you like to use?
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Item Pedestal Block's model is not rendering?
Don't use a TESR. Using Forge you can load the OBJ model without it using ObjLoader.addDomain and then add the model like you would for a normal block using the blockstate JSON, but point to your OBJ model file instead.
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Advancement NBT question?
ItemPredicate not ItemPredicates.
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Syncing Capabilities through packets returns Casting exception.
Please post the Null Pointer Exception and how you register your Capability.
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[1.12.1][Solved] Call a function every time a block is broken
Yes it does. BlockEvent.BreakEvent#state#getBlock()
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[1.12] Get EntityCow and other animals out of EntityAnimal
... if (entity == EntityCow) What?
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[1.10.2]ItemTool sets HarvestLevel >=3 pickaxe can't harvest Bricks?
It might just be easier to extend ItemPickaxe instead of ItemTool, unless you want to override all of the methods ItemPickaxe does and put them in your class...
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[1.10.2]ItemTool sets HarvestLevel >=3 pickaxe can't harvest Bricks?
This is your problem. If you look at ItemPickaxe you will see it contains a private static final Set that it uses to determine what blocks it can mine.
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[1.11.2] [UNSOLVED] Sending energy in specific direction
If I am not mistaken Ender IO and Thermal Expansion send energy through there pipes by just filling there pipes with energy, which allows them to get past all of that path finding that if I am not mistaken IC2 does. Though if you go with my suggestion from the other thread you could bypass all of that and just store it in the 'network' instead of the pipes.
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[1.11.2] [SOLVED] Energy network performance
Simple solution; multiple 'network' instances/multiple lists/maps. You would check around for blocks that should be connected to the network and then get their network from them or search for a network with that BlockPos. Of course with this you would also need to check for connecting two networks together.
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[1.11.2] [SOLVED] Energy network performance
Your FPS shouldn't be consistently low unless you are handling all of this on the client side as well as the server side which is entirely unnecessary. Also calling findTransferPipes() in an update method is rather ridiculous. Adding things to the network could simply be done in the Block.onBlockPlaced and Block.breakBlock, or Block.onNeighborChanged. And instead of storing the network in the pipes/energy tileentities. You could store it in a WorldSavedData and simply reference it when ever you have a World instance. And then you update the network in a world tick event. Not sure if this is the problem, but it could be.
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Minecraft won't work even if I have forge UNABLED ┻━┻ ミヽ(ಠ益ಠ)ノ彡┻━┻
Could you post your fml log.
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How do you create a block that has no player collision box but can still be mined?
Two things. Use Block.NULL_AABB instead Second override rayTrace and properly raytrace a collision box.
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Understanding texture/model of blocks in inventory
The problem is that you don't ever register a item model to your block's items, at least as far as I could tell. You need to call ModelLoader.setCustomModelResourceLocation and you can check out this thread for more info.
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[1.12] Connecting client stuck on login screen when reconnecting to custom-created dimension.
Because he is using that class as both his Mod class and his event handler class. I am pretty sure that you can not just create a Dimension on the server and expect the Client to be "Ok, I'm connecting to dimension 2. Oh that is similar to the overworld.
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[1.12][SOLVED] Meta Items / Variants
Could you also post your Items class, clarify where you put the JSON, make sure the registry name is matching the file name, and you might need to update your forge version I believe there was a bug that would cause the exceptions to not be printed.
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[1.12][SOLVED] Meta Items / Variants
That is what I meant, but i worded it weirdly. I understand, and it is kinda obvious, but I did explain it not that well. Instead of new ModelResourceLocation(item.getRegistryName(), variantName); do new ModelResourceLocation(item.getRegistryName() + "variantName", "inventory"); This will require an item model for each metadata at assets/<modid>/models/item/registryName+variantName
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