Everything posted by Animefan8888
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How to add a gui that opens when you press a button
Here.
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[1.12.2] Wall blockstates model using forge marker
The false here should do nothing.
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How to add a gui that opens when you press a button
From within the gui class? That is never going to be called. You have to use the KeyInputEvent in order to do this.
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How to make enums interpolate/interchange via a press of a "next" button in a gui
You can attach the source by going to where you installed your jdk and attaching the src.zip file.
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How to add a gui that opens when you press a button
Where is this being called from?
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How to add a gui that opens when you press a button
Did you try it? Did it work? If not what happened?
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[1.12.2] Wall blockstates model using forge marker
Let's take a look at this section right here. If north is true add a sub-model called base and one called pillar. else if north is false do nothing If south is true add a sub-model called base and one called pillar. else if south is false do nothing. You are still overriding your models, instead of base call it north, south, east, and west. You also don't need to make pillar a sub-model, make that the main model.
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Flowing Water Interaction
I wonder if there is a sub-class that has a similar name to this where one can to RayTracing to check for flowing water?
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Flowing Water Interaction
No, use one of the PlayerInteractEvent sub classes. As an event.
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[1.12.2] Wall blockstates model using forge marker
You will have to use the sub-model system to make proper fences with it. Otherwise you cant have multiple models like the multipart system allows. What is happening in that picture is that your blockstate doesnt say that it has the post or pillar model so there isnt one.
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Using logs in 'coded' recipe
Use Json and make custom IIngredientFactory or an IRecipeFactory.
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[1.12.2] Forge Crashed while mod cycling (1/7)
The mods listed in the picture should be the ones causing the problem removing one should solve it, but I cant really read them.
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[1.12.2] Forge Crashed while mod cycling (1/7)
I think this means that you have some mods that need to be loaded before mod a and after mod b, while mod a needs to be loaded after mod b.
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No Fire Spread mod (working, but is it done right?)
Instead of the World Load event you should just use the FMLPostInitializationEvent in your @Mod class.
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[Solved] Game Crashes When I Spawn A Chicken With My MOd
You never set... wait why are your fields named like that...?
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how to fix a drop railcraft bug?
No, talk to the mod author.
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No Fire Spread mod (working, but is it done right?)
I believe they are static fields so it is kinda hard to tell when they are instantiated. ? So laike should use reflection just to secure that it happens.
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[1.12.2] Handling "obsolete" blocks and items
You can do this in the MissingMappingEvent.
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No Fire Spread mod (working, but is it done right?)
If I'm not mistaken, I don't believe the reflection you are using to modify the Block field is necessary. As its value is obtained by the value in the registry.
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[1.12] I can't rap my head around capabilities, but I know I need to use them.
Sorry I wasn't very clear about this, your Type needs to be your own class or another class not directly a primitive class. Because as you have witnessed you can't just instantiate a Byte or an Integer.
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Logger not functioning in eclipse
Post your code.
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[1.12] I can't rap my head around capabilities, but I know I need to use them.
This requires you to create your own capability and register it. To create your own Capability create a public static final Capability<Type> field and annotate it with @CababilityInject @CapabilityInject(value = Type.class) public static final Capability<Type> CAPABILITY; // Where type is a class that stores the information that you want. In your case probably a byte or a int. Then you will have to register it. Via CapabilityManager.INSTANCE.register The parameters are the Type class from above, an instance of IStorage which you will need to create, and a Callable that returns an instance of your Type from above. Then just override initCapabilities in your Items class, and return a new instance of ICapabilitySerializable and handle those methods.
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[1.12] I can't rap my head around capabilities, but I know I need to use them.
First lets establish some of the parameters of the situation. What are you wanting to store? Will it only be stored on one of your Items?
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[SOLVED] [1.12.2] Metadata blocks in inventory
@JimiIT92 All of your spoilers are empty.
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[1.12] What is @ObjectHolder?
Oh, that's my bad when I read it I inserted an 'I' after the mod link.
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