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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Then I believe that your particleTexture field is null when you access it in your constructor.
  2. I'm not sure if you need to create your own IResourceManager for this(I don't really think you do, but I may be mistaken), but you can get a IResourceManager instance like so. Minecraft.getMinecraft().getResourceManager();
  3. Then again you could just make a json writer for yourself. I already made a BlockState writer. It does both the forge and vanilla BlockState jsons.
  4. No problem. I can't speak for others, but I am on here because I like helping people debug their code and help them with ideas somewhat. So you are not wasting my time.
  5. mirrorWorld.getBlockState() Gets from the mirror world. world.setBlockState(...) Sets a blockstate in the overworld Also IBlockStates are singletons so compare with ==
  6. if (!world.isRemote) { WorldServer mirrorWorld = DimensionManager.getWorld(id); // Do stuff }
  7. It has to be called from your @Mod class.
  8. Then you could probably just do DimensionManager.registerDimension(id, DimensionType.OVERWORLD), I am not sure, but that will make the WorldProvider the same so it might.
  9. Why? What you explained was that it just needs to load from an original copy of the world.
  10. Instead of creating a mirror dimension/World instance, I would say use WorldSaveDatat and the chunk loading event. On a chunks first load load the chunk into nbt and then put that nbt in a Map<ChunkPos, NBTTagCompound(or some other nbt thing)>. Then save all of this in WorldSaveData to the disk. And load it when the world loads back into the map. The map should be static and only changed and accessed on the Server side. Then you can access the Map in your Blocks class and change the Blocks according to the NBT.
  11. What is the range of the regen? One chunk the whole world? A couple blocks?
  12. I have found the fantastic called shapers which is contained in the ItemModelMesher#shapers which I had to get via reflection. i found it by looking at how GuiContainer displays items in the GUI. I then use the information to look up in a blockstate json which I will proceed to store within a map. Now the one last problem I have run into is that for non ItemBlock models I cannot apply a TRSRTransformation. So I post here in hopes that I get an answer to how I can scale it, rotate it, and translate it.
  13. No problem, I'm currently working on a way to get the in code models so I can display them on my Block so I am spending a lot of time crawling around the code, and that in it of itself is requiring a huge amount of patience I never new I had.
  14. ModelLoader was the preferred method since JSON models were introduced. well a little after aka when forge implemented it. The ItemModelMesher is Minecrafts version.
  15. On line 173 of your eAngelusItems class you are using the ItemModelMesher use ModelLoader.setCustomModelResourceLocation instead.
  16. Post your new Main Mod class and your eAngelusItems class.
  17. You need to call registerRenders in preInit not in init.
  18. Could you post your Mod class and your ClientProxy.
  19. Post the whole console and if you can check the following or wait for a response. @Draco18sCorrect me if I am wrong, but I believe models need to be registered in the Event starting in 1.11.
  20. Correct this is because you don't specify your modid here, public static void registerRenders() { for (int i = 0; i < EA_EnumHandler.CardEssences.values().length; i++) { goodRegisterRender(essence, i, "essence_" + EA_EnumHandler.CardEssences.values().getName()); } } And so it defaults to minecraft:
  21. After another day I have almost been able to get all models loaded. Though I am stuck on one thing while loading models. When someone calls ModelBakery.registerItemVaraints stores the model location in a private static Map<RegistryDelegate<Item>, Set<String>> which I get through reflection in my ClientProxy. Then when the ItemStack in my TileEntity changes I get the Model Location through this map if I have to by parsing the BlockState JSON at runtime, currently very inefficient I plan on storing them in a Map later on in a more efficient way. But the problem lies that I do not know how the Item is then connected to the Strings within the Set. Code. If you need anything else please let me know.
  22. Post the new log and if possible a image of your package explorer so I can see the location of your textures and JSONs accurately. Edit: also it would be easier if you provided a git repository.
  23. No problem, and just for public knowledge I plan on continuing those tutorials really soon, and I will update the current ones to 1.11/1.12.

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