Everything posted by Animefan8888
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How to add a gui that opens when you press a button
That is correct as long as that piece of code is being called.
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How to add a gui that opens when you press a button
It's in the link I posted, the event needs to be registered to the Event Bus.
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How to add a gui that opens when you press a button
As long as it is getting registered? Is it working/did you test it?
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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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GL11 Drawing cube in wrong location
Also don't use GL calls directly switch it all to the GLStateManager variant.
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GL11 Drawing cube in wrong location
You have to offset based on the players position because that's where 0,0,0 is considered to be. OP is already doing it.
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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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Setting player sneaking
You haven't provided any context as to what you have. All we know is that is what you are calling. When are you calling it, where are you calling it, how often are you calling it? On the other hand what you posted isn't what diesieben said to do.
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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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