Everything posted by Animefan8888
-
is there a way, that the vanilla RedStoneWireBlock get´s the coloring from a png in a custom resourcelocation?
Each color parameter is from 0.0-1.0 instead of 0-255.
-
is there a way, that the vanilla RedStoneWireBlock get´s the coloring from a png in a custom resourcelocation?
Since you have overriden the Blocks you can actually just use the RedstoneParticleData that's already there. The constructor parameters are RGBA 0.0-1.0
-
is there a way, that the vanilla RedStoneWireBlock get´s the coloring from a png in a custom resourcelocation?
No if your override the registry it will be yours that are placed. Also you won't need to register your own ItemBlocks.
-
[ 1.15.2 ] Unable to register entity [ SOLVED ]
I need to see more of your code. Preferably as a github repo.
-
[ 1.15.2 ] Unable to register entity [ SOLVED ]
This is correct. Post the error.
-
is there a way, that the vanilla RedStoneWireBlock get´s the coloring from a png in a custom resourcelocation?
Yes and you will need to make a class for each of them that extends their current class and only overrides the methods that spawn the particles.
-
is there a way, that the vanilla RedStoneWireBlock get´s the coloring from a png in a custom resourcelocation?
Interesting I guess particles don't really support being overriden. Which is not really friendly to you. The only other way I see this as being possible is to override all of the redstone blocks and changing what particle they spawn.
-
is there a way, that the vanilla RedStoneWireBlock get´s the coloring from a png in a custom resourcelocation?
Show your code.
-
[1.15.2] Set default NBT tags on book.
The tags are stored automatically in the ItemStack you should be able to just call ItemStack::getOrCreateTag
-
[1.15.2] How do I blit my own HUD element behind a default minecraft HUD element?
PlayerEntity::isCreative
-
[1.15.2] How do I blit my own HUD element behind a default minecraft HUD element?
Can you show a screenshot of two of what you have/mean? In general you should cancel the original and render your own only when the experience bar shouldn't be rendered to reduce some rendering calls.
-
[1.15.2] How do I blit my own HUD element behind a default minecraft HUD element?
First don't use event.getType() == ElementType.TEXT use ElementType.EXPERIENCE. Then use event.setCanceled(true). Then you will have to render the level and the bar.
-
[Solved][1.15.2] Cannot access com.mojang.datafixers.types.Type (registering TileEntityType)
I don't see anything wrong with this line except you are not giving it a registry name.
-
is there a way, that the vanilla RedStoneWireBlock get´s the coloring from a png in a custom resourcelocation?
.setRegistryName(modid, registryName) or setRegistryName("modid:registryName") or setRegistryName(new ResourceLocation(modid, registryName)) or setRegistryName(new ResourceLocation(modid:registryName)) where modid is "minecraft"
-
is there a way, that the vanilla RedStoneWireBlock get´s the coloring from a png in a custom resourcelocation?
If it works like other registries you just need to register your own ParticleType with the same registry name as the Minecraft one. So something like "minecraft:redstone_particle_data"
-
[ 1.15.2 ] Unable to register entity [ SOLVED ]
You need to create and register an EntityType<T extends Entity> now in order to make an Entity.
-
Continue breaking blocks in background
Does the pause screen come up when you minimize Minecraft if so just use the F3 settings to turn off pause opening when Minecraft loses focus.
-
Is it possible to have a multiple well animated hitbox for large entities
Minecraft uses a single AABB as collision boxes for a single Entity. I suppose you could do a calculation inside Entity::getCollisionBox based on the entity it is asking about. Like return the closest AABB to the entity passed in. Or definitely do what Alpvax said and check out the EnderDragon code.
-
Is there a function or way to load a Forge mod during runtime?
No hotloading and disabling mods has not been implemented(yet).
-
is there a way, that the vanilla RedStoneWireBlock get´s the coloring from a png in a custom resourcelocation?
I think the only way to do this is to override the ParticleType registry for RedstoneParticleData.
-
is there a way, that the vanilla RedStoneWireBlock get´s the coloring from a png in a custom resourcelocation?
Optifine probably does exactly what I said, but instead uses a file to determine the colors instead of raw code.
-
[SOLVED] Data folder doesn't load!! || Modding Support 1.15.2
The only thing I can find which could be causing this error is this. You are not allowed to have an resources with capital letters.
-
[SOLVED] Data folder doesn't load!! || Modding Support 1.15.2
You didnt post a link to your github.
-
Is it possible to have a multiple well animated hitbox for large entities
Just the rendering has to be client side only. Many things you want to animate in sync for players right? The only way to do that is by using the server to control the animation.
-
[SOLVED] - [1.15.2] json model is rendering transparent parts of a texture as black
No you need to use the instance you already registered.
IPS spam blocked by CleanTalk.