Everything posted by Animefan8888
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[1.10.2] Player.getCapability(...) problem
In your GuiHandler do an instanceof check to see if the Capability you are getting is IPlayerCapability one.
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[1.10.2] [ANSWERED] Mod ID conflict question
Just as long as it contains your modid.
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[1.10.2] Player.getCapability(...) problem
You are using IPlayerCapability in there.
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[1.10.2] Player.getCapability(...) problem
What is PlayerProvider?
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[1.10.2] [ANSWERED] Mod ID conflict question
You should prefix unlocalised names with your modid, Forge does not do this. Registry names automatically have the modid prefixed to the passed name. Just a question, does forge even care about Unlocalized names any more? Aren't they just used to localize the name in game?
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[1.10.2] [ANSWERED] Mod ID conflict question
No you do not, also it would happen in previous versions. Before the new registry if the mod authors didn't register it with there modid appended, but forge should now automatically append it. If you want them to be equal register them in the OreDictionary.
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[1.10.2] Player.getCapability(...) problem
In your Container and GUi you require IPlayerCapability and it will auto cast to that to try and give it that.
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[1.10.2] [ANSWERED] Mod ID conflict question
They are registered with the modid aswell, so it makes it harder.
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[1.10.2] Player.getCapability(...) problem
PlayerCapability cannot be cast to IPlayerCapabilty.... IPlayerCapability is your own class
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How to change the color of an ItemStack when it's created? (Solved)
Why did you do this Also you are registering a ItemColorHandler every item update tick.
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[1.10.2] [SOLVED] Error when loading mod
Instead of
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[1.10.2] [SOLVED] Error when loading mod
Could you show me your Client and Server proxies.
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[1.10.2] [SOLVED] Error when loading mod
Do these actually point to your Client Proxy and Server Proxy public static final String CLIENT_PROXY_CLASS = "com.t10a.minedran.proxy.ClientProxy"; public static final String SERVER_PROXY_CLASS = "com.t10a.minedran.proxy.ServerProxy";
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[1.9.4]When you add a rotation options block model with a model disappears.
Do you have any variants in you Block, rather is it supposed to be like the furnace and face you?
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[1.10.2][SOLVED] Teleport to the players spawn point
Yes I understood what they do, but once I get some sleep and my brain is working "better" than it is currently I will read all of what you posted to understand it better. Thank you again diesieben. Can I assume it is still not working? Also if your code for the TeleportCommand is not "readable" then you should update forge to its most recent version and see if it is readable then.
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[1.10.2][SOLVED] Teleport to the players spawn point
Well you were correct so it won't crash, but it won't work. That just changes the reason to not use it. Unless the OP wants it to only work on a dedicated server.
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[1.10.2][SOLVED] Teleport to the players spawn point
What if this code is going to be run in a SinglePlayer world wouldn't it crash because the method doesn't exist
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[1.10.2][SOLVED] Teleport to the players spawn point
Don't use ASideOnly(SIde.SERVER) use !world.isRemote
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[1.9.4]When you add a rotation options block model with a model disappears.
Head Blocks JSON is broken is that the block you are talking about? Is so post JSON
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I want my custom dimension to be flat.
Why not look into GuiCreateFlatWorld to see what causes the world to generate as a flat world.
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[1.9.4]When you add a rotation options block model with a model disappears.
Lets do a quick run down 1. Do you have a Block model JSON and an Item Model JSON (it is already apparent you have a blockstate) 2. Do you call ModelLoader.setCustomModelLocation() in your preInit 3. Are there any error logs 3.1. Are the error logs missing textures if so check your texture paths in you JSONs and in your directory 3.2. Are they missing models if so correct the model location. 4. If none of the above post updated JSONs, Block Registration, and Model registry code.
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IBlockAccess vanilla-mod, Fences, Walls and Gates... Oh My! 1.10.2 (Unresolved)
That is because Walls are hardcoded to only connect to BlockFenceGate and itself, sorry you won't be able to make it do that until Forge takes that pull request.
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IBlockAccess vanilla-mod, Fences, Walls and Gates... Oh My! 1.10.2 (Unresolved)
As long as you already override the methods that use the enumtype you should be able to pass in null.
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World Type Nether
Maybe LivingSpawnEvent not sure if that gets called for the player though.
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IBlockAccess vanilla-mod, Fences, Walls and Gates... Oh My! 1.10.2 (Unresolved)
If you do it should connect with other vanilla fences and walls.
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