Everything posted by Animefan8888
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[1.9, 1.10] How to use the new .playSound()
Why not create a new ResourceLocation... ResourceLocation resourcelocation = new ResourceLocation(soundNameIn);
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ArmorMaterial - What does each parameter mean? [1.10.2]
Oh that is right it changed in 1.9 right, I just remembered back to when I started in 1.5.2 I made armor that would make you invincible until it broke unless you took major damage like from one of the custom swords.
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ArmorMaterial - What does each parameter mean? [1.10.2]
And if the int[] total reaches 25 you will be invincible(side note I don't know if that is true and I don't think it is because of the way armor reduction works), why would you want it to go that high Diamond Armor only goes to 20 and that is the max displayable amount of armor bars normally but you can customize Armor by implementing ISpecialArmor in your Armor Class.
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Mod idea with mockup and a few questions
Alright I have never made an only server side mod or a client side mod before good to know.
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[1.9, 1.10] How to use the new .playSound()
It works something like this.
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Mod idea with mockup and a few questions
Actually I did not though I makes sense that there is those sound mighty useful, though I have never had to do anything like that before. But is it possible to register GuiOpenEvent only client side and have it work?
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[1.10.2] Using DataManager to sync client and server
BTW when I said move I meant copy otherwise it won't work if you switch to a different item.
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[1.10.2] Using DataManager to sync client and server
You only tell it to turn fly off if the players heldItem not the Stack is != null.
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[1.10.2] Using DataManager to sync client and server
Error log please.
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[1.10.2] Using DataManager to sync client and server
You never check if the offHand is != null
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[1.10.2] Using DataManager to sync client and server
Post new code please.
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Mod idea with mockup and a few questions
You would have to override when the player right clicks on the Villager and display a new gui/container which you can't do on a vanilla server. Actually you may be able to subscribe to a ClientTickEvent and check if the players currentScreen is the villager one and if so replace it. Though client tick event could cause lag.
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[1.7.10][Unsolved] Texture based on surrounding blocks
Is it possible that one of the icons you register could be null?
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[1.7.10][Unsolved] Texture based on surrounding blocks
You never actually initialize screen.
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Mod idea with mockup and a few questions
What do you mean automatic? Are you going to make a new block that opens a Gui and allows players to select possible villager trades? Or is the block going to be placed next to a villager and it will access that inventory to deal with trades?
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Fluid color rendering
Where did you register it?
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[1.10.2] Loading custom gui for custom block
It is okay Draco18 I went into a Discord "call" and settled this, in his code there were many errors, caused by not properly Overriding and slot index's were set up incorrrecy, but thank you for the example I will look at it when I get some rest.
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[1.10.2] How do you create an axe?
In my forge version there is no public constructor, maybe I should update.
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[1.10.2] Meta Blocks have no texture
Your model handles all textures and you don't register multiple models for metadata. This blockstate JSON is an example of the forge variant system that I made for BlockPlanks.
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[1.10.2] How do you create an axe?
Remove
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[1.10.2] Meta Blocks have no texture
New Registry system And you don't add models for multiple metadata.
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[1.10.2] How do you create an axe?
What error are you getting?
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[1.10.2] How do you create an axe?
You will have a class that acts exactly like ItemAxe and you can extend/use that class for your Axe(s).
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[1.10.2] How do you create an axe?
Just create a class that is an exact copy of ItemAxe
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Brewing Recipe Help [1.10.2]
May I see the code you used to register the potions?
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