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Everything posted by Animefan8888
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Show where you add it.
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Use a while loop instead of a for loop e Iterator<BlockPos> it = crystalsAround.listIterator(); while (it.hasNext()) { BlockPos pos = it.next(); // If te is null remove. }
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Couple things to check to make sure that everything is actually running. Put a println in your packets toBytes() and fromBytes(), aswell as the onMessage(). Put a println in checkExp() to check if the player is null or not. And specifically in your capabilities handleData() section.
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Then you did not think hard enough about what I gave you. If it is North or South you will break the same blocks regardless, same with East and West. Then if it is neither of those it can only be up and down, which guess what will break the same blocks regardless.
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The event gives you a player you shouldn't be using Minecraft.getMinecraft()... in most events anyways. Just use. event.getPlayer().getHorizontalFacing().opposite(); // Gives you the face of the block. Edit: Side note "radium" is not a word, but I think you meant radius, which is not the proper word; what you meant is area.
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[1.8]Make booleans stay after quitting Minecraft
Animefan8888 replied to Trusak's topic in Modder Support
He is not checking equality. Ah, you are correct. But yes, still nonsense. I am not sure what I am doing wrong. It works fine in-game. The name of your method (PmsEnabled) sounds like a getter method. IE it should just return PMs, but instead it switches the value and returns the new value. -
[1.8.9] Modify the playerlist for the client.
Animefan8888 replied to boomboompower's topic in Modder Support
Are you wanting to change the whole name or just add prefixes/suffixes? -
Where do you send the packet?
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[1.10] Changing recipes when connecting to server
Animefan8888 replied to Adversarius13293's topic in Modder Support
I beleive you cannot remove from the Villager registry, but i may be mistaken. -
You should make your own thread with all the relevant code, because it is rather difficult to guess what is wrong, because there are many possibilities. The missing mapping error is because you have not call GameRegistry.registerTileEntity(...).
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[1.10] Changing recipes when connecting to server
Animefan8888 replied to Adversarius13293's topic in Modder Support
I have not tried this but I think GameRegistry.addSmelting and GameRegistry.addCrafting work after postInit so when the player connects have the server send the Crafting and smelting data over and compare it on the client then modify the clients. -
{Solved!!!} [1.10.2] Block Textures Not Loading
Animefan8888 replied to EscapeMC's topic in Modder Support
Too answer your question in the PS yes you do. -
Unless you specifically have to use a HashMap ie you need some way to save the Enchantment yourself to something there is no need to use one. And post your updated code.
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Not quite this checks if the world is server side. A couple of things. You should be using EnchantmentHelper.getEnchantmentLevel(...) and not EnchantmentHelper.getMaxEnchantmentLevel(...) Next if you haven't already if(!world.isRemote) { //allow flying code here } Instead of getting your Enchantment from the registry you should have a static field for your enchantment you should be using instead. Also in survival mode you should still take fall damage even if allowFlying is true. This is why the PlayerFlyableFallEvent exists.
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[1.10.2] Subcommand only works first time
Animefan8888 replied to JimiIT92's topic in Modder Support
Instead of adding ForgeGuard.SELECTOR to the inventory add ForgeGuard.SELECTOR.copy() to the inventory. I ran into this problem once. I was using the FurnaceRecipes and just straight up set the slot to the FurnaceRecipes, but then whenever I increased the stackSize I would get more for every process, and once taken out of the furnace I would get a stack of the item, but with a stackSize of zero. That was one of the best debugging moments of my life... -
Go into your file explorer and see if that path exists (note: testmod: is equivilent to assets/testmod/). And it is case sensitive.
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[SOLVED][1.10.2] Rendering Block's Animated Texture
Animefan8888 replied to Furgl's topic in Modder Support
I have a recommendation not sure if it is what you are looking for or not, but here goes. Instead of switching between textures, you could use them both, but apply the layers with transparency and have your own "counter" that determines when it changes like every time it renders decrease the transparency of the current overlay? -
It still doesn't work if I make everything lowercase. So here is the json: { "parent": "item/generated", "texture": { "layer0": "ss:items/endertanium_ingot" } } Does this include your code, ie when you register the model for the item using ModelLoader.setCustomModelResourceLocation(...) are you also using lowercase there?
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You would need to put in a PR to the forge github, but even then it is not guaranteed to be implemented.
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Yes it is possible with 3D rectangles. You have one on the top and one one the bottom, in the opposite corners. 3x3 example in Java(shouldn't be too different for scala) new BlockPos(-1, -1, -1); new BlockPos(1, 1, 1); This will give me the corners of a 3d rectangle at the x, y, z positions of -1, -1, -1 to 1, 1, 1 which will include zero if you iterate properly. Now on to your WorldSavedData problem. You need to tell the game to save your data. IE you should be using the WorldEvent.Load and WorldEvent.Save. Call your read and write methods from there.
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can someone help me make a render layer for a villager hood
Animefan8888 replied to trollworkout's topic in Modder Support
This is pretty simple honestly you could learn everything you need from looking at the vanilla classes. A render layer is basically just a object that stores "multiple" models inside of it for an entity. -
There are World capabilities, I assume you would use them, plus a better way assuming that your areas are cubes. You should just save two BlockPos's for each area. One in one corner and one in the complete opposite corner.