Everything posted by Animefan8888
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		[1.12.2] how to execute command without the result beeing output in chat
		
		Modding is not a good way to learn Java. The problem is that you used Minecraft.getMinecraft().player instead of using the EntityPlayer parameter you are given.
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		[1.12.2] how to execute command without the result beeing output in chat
		
		Why though?
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		How do i register a munition-entity, using my existing registration procedure?
		
		Yes though unless the underline is red it doesn't matter. You only need to add the ObjectHolder/Field if you need to access the field.
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		[1.12.2] FallingBlockEntity addVelocity
		
		What? Make it like 1 or a decimal maximum.
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		[1.12.2] how to execute command without the result beeing output in chat
		
		Post the whole method please.
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		[1.12.2] Chunk Unload Event?
		
		You should use ChunkEvent.Load/Unload. Save and load are meant to deal specifically with data.
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		[1.12.2] how to execute command without the result beeing output in chat
		
		Why are you running the command anyways?
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		[1.12.2] sound plays multiple times when right click is held down
		
		Yes you have to have a use time and maybe a use action.
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		How do i register a munition-entity, using my existing registration procedure?
		
		@EventBusSubscriber(bus=Bus.MOD, modid="modid") public class EntityTypes { @ObjectHolder("modid:red") public static final EntityType RED = null; @SubscribeEvent public static void registerEntities(Register<EntityType<?>> event) { event.getRegistry().registerAll( EntityType.Builder.create(RedEntity::new, EntityClassification.CREATURE).build(Reference.MOD_ID + ".red").setRegistryName("red") ); } } That's more or less what it should look like.
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		[1.12.2] FallingBlockEntity addVelocity
		
		What did you change it to?
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		[1.12.2] Trying to spawn a bunch of entities when a player travels to my dimension
		
		It might be a little tricky. What you'll have to do is set a flag(probably an integer) store it somewhere like the player. Set it to 0 when the player enters the dimension and spawn entities in one of the chunk loading events.
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		[1.12.2] FallingBlockEntity addVelocity
		
		Your velocity is way to high. That's 10-20 blocks per tick.
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		[1.14.4] Testing ForgeConfigSpec.BooleanValue in code
		
		Uhh no, as it turns out recipes are no longer a forge registry or at least not yet, There are recipe conditions which should let you disable the recipe based on config options. Choonster explains how to something similar to this here.
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		[1.14.4] Testing ForgeConfigSpec.BooleanValue in code
		
		You can remove them from the forge registry it is one of the modifiable ones.
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		[1.14.4] Testing ForgeConfigSpec.BooleanValue in code
		
		Here is one. Items and Blocks are registered at the beginning of Minecraft/Forge launching. Now if you had that based off of config values certain items would register and certain items wouldn't. Now imagine a player trying to connect to a server who has a set up config file. One that is different from his. Disabling certain items. What do you think would happen. The player would not be able to connect because the Item/Block registries are different.
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		[1.14.4] Testing ForgeConfigSpec.BooleanValue in code
		
		Then you will also have to do something else like when a chunk is loaded and by extension TileEntities remove them from their exposed IItemHandler capability. You'll also want to insert in Item#inventoryTick them removing themselves from the players inventory.And if Item#inventoryTick doesn't work you'll have to use the PlayerTickEvent.
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		Texture not rendering correctly with blit function 1.14.4
		
		Yeah there are now many methods with different parameters. Could have been that those methods hadn't been mapped.
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		[1.12.2] sound plays multiple times when right click is held down
		
		Yes, but it doesnt stop getting called until its let go. Or it's being "used" like a bow. @madmagic Take a look at ItemBow.
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		[MC 1.14.4] Help with Custom Recipe Type
		
		There aren't any square brackets...
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		[MC 1.14.4] Help with Custom Recipe Type
		
		An error where? What does it say?
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		Checking if a player swung with full attack power
		
		Yes I understand that, my idea was maybe they added a Field to the LivingDamageEvent that contained the value or something related, its unlikely. Also do you know if this event is pushed before the EntityLiving#ticksSinceLastSwing is reset to 0. Because if it isnt then EntityPlayer#getCooledAttackStrength wont work.
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		Texture not rendering correctly with blit function 1.14.4
		
		This is the way it was expected to be in older versions too, but you didnt have to use the method that required it to be 256x256. You'll notice that all Minecraft gui assets are 256x256.
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		Checking if a player swung with full attack power
		
		Sweeping edge happens earlier in the execution order. Now maybe you can use LivingDamageEvent(I think that is the name) which might be early enough in the execution, maybe it even has a field that tells you about the cool down I'm not sure, but worth a try.
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		Game crashing in all versions (1.12.2, 1.1414)
		
		Take a look here.
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		[1.14.3] Open GUI upon player-entity interaction
		
		Can you explain more on what your exact problem is? I told you that entity gui/containers function the same as TileEntity ones. The only difference is you have an Entity instead of a TileEntity.
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