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Posts posted by Animefan8888
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12 minutes ago, Drachenbauer said:
How can i make them all appear in the same bright yellow?
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
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4 minutes ago, Drachenbauer said:
I made such a class and registered it this way, but minecraft still uses the old one...
Now i think, if i register my own varialts of the blockitems in the old registrynames and attach them to the new blocks, maybe i can place the new blocks, but the ond ones still will be there in the world, if placed before using the mod......
No if your override the registry it will be yours that are placed.
Also you won't need to register your own ItemBlocks.
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4 minutes ago, saoj12 said:
i edited my last message with some extra details too
I need to see more of your code. Preferably as a github repo.
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4 minutes ago, saoj12 said:
I am now calling registerEntityRenderingHandler in the doClientStuff method of my main class because someone said that's where I should put it since the rendering is done clientside.
This is correct.
4 minutes ago, saoj12 said:but then when i try and spawn the mob in-game I get an error message in the chat log
Post the error.
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Just now, Drachenbauer said:
Do you mean registering all of theese blocks the same way as i registered the particles?
with "linecraft" at the end of tho upper line and their original names in ther individual lines?
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.
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2 minutes ago, Drachenbauer said:
This registers my particletype:
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. -
6 minutes ago, Drachenbauer said:
But the redstone blocks still use the vanilla stuff instead of mine?
Show your code.
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46 minutes ago, ScottBot10 said:
Thanks so much! And how would I make it get the tags from the /give command?
The tags are stored automatically in the ItemStack you should be able to just call ItemStack::getOrCreateTag
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9 minutes ago, ultra_reemun said:
Turns out I wasn't reading your previous answer properly, it worked! Is there anyway I can check to see if the player is in creative mode in order to not render the experience bar? Thank you for all your help
PlayerEntity::isCreative
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23 minutes ago, ultra_reemun said:
Thank you for your quick reply @Animefan8888! I am trying to keep experience displayed and render my HUD over the top of it as it is a cooldown meter that is only shown temporarily, is there any way I could adapt your code for this?
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.
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4 minutes ago, ultra_reemun said:
How would I go about making my HUD appear behind it?
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.
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8 minutes ago, Orionss said:
TileEntityType<?> type = TileEntityType.Builder.create(NIHayTileEntity::new, blockNIHay).build(null);
I don't see anything wrong with this line except you are not giving it a registry name.
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3 minutes ago, Drachenbauer said:
If i normally register stuff, it get´s the mod-is at the front of the registry name.
How do i get "Minecraft" there?
.setRegistryName(modid, registryName)
or
setRegistryName("modid:registryName")or
setRegistryName(new ResourceLocation(modid, registryName))
or
setRegistryName(new ResourceLocation(modid:registryName))
where modid is "minecraft" -
18 minutes ago, Drachenbauer said:
How do i do this?
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"
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57 minutes ago, saoj12 said:
The problem I have is that the registerEntityRenderingHandler method won't accept MyEntity.class as a parameter as it says it is of type Class<MyEntity> when it should be EntityType<T>
You need to create and register an EntityType<T extends Entity> now in order to make an Entity.
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1 hour ago, TrqpzDevelopment said:
I'm new in forge and I'm programming a mod that mades the player breaking down blocks and it works if my minecraft is opened, but I want the mod doing this if minecraft is minimized too.
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.
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14 hours ago, Kiljaeden053 said:
Ahh ok. How about hitboxes having child hitboxes?
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.
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2 hours ago, jumpak said:
Hello, I would like to ask if there is a function or way in Forge's source code to load a mod during runtime, after all the mods have been loaded. Perhaps to reload the mods?
Thanks,
Best Regards - Jumpak.
No hotloading and disabling mods has not been implemented(yet).
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3 hours ago, Drachenbauer said:
How do i now change the color of the redstone-particles (hovering over powered redstone stuff) to the same bright yellow?
I think the only way to do this is to override the ParticleType registry for RedstoneParticleData.
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11 minutes ago, Drachenbauer said:
in some videos i saw, that with optifine, it´s possible to use a gradient png (16 pix x 1 pix) for this.
But Optifine for 1.15 is still not finished.
The progress-report page shows now 95% for more than a month.
Optifine probably does exactly what I said, but instead uses a file to determine the colors instead of raw code.
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16 minutes ago, Anonomys said:
sorry here it is: www.github.com/hoostelstudios/HystelMC
The only thing I can find which could be causing this error is this.
QuoteCaused by: net.minecraft.util.ResourceLocationException: Non [a-z0-9/._-] character in path of location: hm:recipes/knoEnc.json
You are not allowed to have an resources with capital letters.
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2 hours ago, Anonomys said:
see my github. I dont know if you have it in run, but ik that its on the start, named "debuglog".
You didnt post a link to your github.
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15 minutes ago, Kiljaeden053 said:
But aren't animations supposed to be client only? Or just the model rendering.
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.
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4 minutes ago, tubi_carrillo said:
Should I just instanciate a new one?
No you need to use the instance you already registered.
is there a way, that the vanilla RedStoneWireBlock get´s the coloring from a png in a custom resourcelocation?
in Modder Support
Posted
Each color parameter is from 0.0-1.0 instead of 0-255.