Everything posted by Animefan8888
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A Question About IHasModel
True Mod 1 shouldn't cache a value till they are in the init event.
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A Question About IHasModel
I personally think that this is the job of the person who has overriden the object.
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A Question About IHasModel
I'm just saying that the @ObjectHolder annotation is not required for that, I didn't clarify. All Items and Blocks can be overridden without it. Via the same methods, reflection. The only bonus @ObjectHolder would add is not being required to have the mod in which you are overriding, but then overriding that block/item wouldn't make sense. Plus you would have to depend on the mod in the first place because your Block/Item should extend the same parents to allow for the inheritance to stay the same for compatibility. And if you didn't want to depend on the mod you could just use a system similar to the @SidedProxy which you would have to anyways due to the inheritance thing.
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A Question About IHasModel
This is not required.
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Static values for every tool type
You will need a custom capability to store your information then you will need to override the methods that decide such things(getDamage, getStrVsBlock)
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Quick question regarding lang files
Do you have an pack.mcmeta file? Is your lang file located in assets/modid/lang/?
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A Question About IHasModel
If you are doing the second method I posted then you could do. list.add(BLOCK1 = new Block(...).set...);
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if someone can create a mod for that changes Minecraft reach from 3 to 3.1 very simple and easy mod to do thank you
Ehhhh, kinda. On the client it raytraces 3 blocks, but the server will allow up to 6 blocks.
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[1.12.2] Smooth Block models?
Yes
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[1.12.2] Smooth Block models?
I believe you need a blockstate for your item. Yes they can have them too.
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[1.12.2] Smooth Block models?
Obj model?
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how do you change the player model
Look at how all other entities render their models.
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A Question About IHasModel
Yes.
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[1.12.2] Getting Source of Death from LivingDeathEvent
Isnt there a method in either the event or the DamageSource called getSource or getTrueSource that return an Entity.
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A Question About IHasModel
Does not equal Mine is a method yours is a static initializer. A way to test this would be to make your variables final. If you use your code it won't have a syntax error. Whereas if you use mine it will.
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Receive packets [mdk]
Also we aren't going to blindly help you do something that might be illegal. Plus there is always the chance that there is another method.
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Chat in nether portal
Maybe, but the reason why it isn't allowed is because the nether portal overlay when you are inside it is gui and so is the chat. You would have to replace the portal gui and add a chat functionality.
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A Question About IHasModel
There are two ways. I'll show you the "better one" first. @ModeventSub class RegistryHandler { @SubscribeEvent static void registerBlock(Register<Block> reg) { Block[] BLOCKS = new Block[]{new Block(...).setRegistryName("block1").set..., new Block(...).setRegistryName("BLOCK2").set...}; reg.register(BLOCKS); } } @ObjectHolder(MODID) class Blocks { public static final BLOCK1 = null; public static final BLOCK2 = null; } Then there is this method. @EventBusSub class RegistryHandler { @SubscribeEvent static void registerBlocks(Register<Block> reg) { BLOCKS.init(); // Register blocks. } } class Blocks { public static Block BLOCK1; public static Block BLOCK2; static void init() { BLOCK1 = new Block(...).set... BLOCK2 = new Block(...).set... } } You can added them to an array or a collection and then use that to register them if you want.
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how do you change the player model
Potentially
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how do you change the player model
Well he gave you the documentation which is equivalent to what you want.
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how do you change the player model
Use the RenderPlayerEvent.Post and render your hair there when you want to.
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A Question About IHasModel
It's a forge thing. In a lot of other games or programming contexts it would be fine, but when you set your registry name if you do not use the overload that accepts a modid as well as the actual name, forge will have trouble knowing for what mod it is registering it for. This is due to how static initialization is done.
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Detect when a hopper extracts an item from any container.
Actually there is one other thing you could do. You could override the HOPPER block and therefore the HOPPER TileEntity, or just the TileEntity.
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Detect when a hopper extracts an item from any container.
You will have to use the WorldTickEvent and iterate through all of the loaded tile entities and have a cache of the ItemStacks in stored elsewhere and compare them every tick.
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A Question About IHasModel
First copy the code within the method registerModels from one of your classes. Second paste it in place of the call to the method. Thirdly correct any errors, IE instead of Item.getItemFromBlock(this) do Item.getItemFromBlock(block). Finally delete the IHasModel file and remove all references to it.
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