Everything posted by Animefan8888
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[1.12.2] Weird missing model variant error (#null/inventory)
modid:item(folder)/filename modid:filename#variant filename = your registry name for your block/item
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My aether II dont work :[
No it is not, there was a version uploaded four days ago. This seems to be an issue with the author trying to access a client only class on a server, this error doesn't seem to appear in their source however.
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My aether II dont work :[
Are you using the most up to date version of Aether II did you download it from Curse Forge?
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[1.12.2] Weird missing model variant error (#null/inventory)
I believe it is the registry name that is null.
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[1.12.2] Weird missing model variant error (#null/inventory)
First off never visually instantiated. Which will cause an issue.
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Why are people still coding for 1.7.10/1.8?
I'm sure that if you find a bug in a mod that is either 1.7.10 or 1.6.4 and is about the age of said version you will not receive support from the mod developers. They will not go out of their way to fix the bug in that old of a version, just like how Mojang isn't going to go back on any of there changes and fix bugs for users stuck on said versions.
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Why are people still coding for 1.7.10/1.8?
Because you are using an unsupported version of the game.
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[SOLVED] Forge with MCP
You will have to ask elsewhere.
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Block Teleporting Player Between Dimensions
Yes, but it is as simple as copying over the data from the previous player instance to the new one in the PlayerCloneEvent. I assume you mean one portal in the overworld/nether/end(whatever dimension you travel from to get to your dimension). Would I be correct in assuming that?
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Block Teleporting Player Between Dimensions
This means you did not register the tile entity. However if you store this in a TileEntity it will only store it once for all players. So you should store it in the player as a capability instead.
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How do objects like "PathNavigate" and many others persist across saves?
Capabilities just wrap around World Saved Data. However it may need to be an entity capability if it is something like the provided example.
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Forge doesnt load up :( [ 1.8.9 ]
Try loading without any mods.
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Forge doesnt load up :( [ 1.8.9 ]
Post your debug.log it will be found in your logs folder, if you don't have one post your latest.log
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Forge doesnt load up :( [ 1.8.9 ]
Check the version of liteloader, but this sounds more like a lite loader problem than a forge problem.
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Has Forge figured out a way to replace a method (not override)?
This is possible, but is not supported here and there are no tutorials. And ultimately the absolute last resort. You should just replace the entities with custom ones when they are spawned.
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Gui on enitiy killed
You can't do this. No. Cool. Create a capability attach it to the player and it needs to contain at least an int for a timer. You will set the timer to the amount of ticks that you want the overlay to be rendered when the player kills an entity. And in the overlay event render it as long as the timer value is greater than 0. And in a client tick event decrement the timer variable in the client player. You may need to send a packet to the client when you detect that the player has killed an entity(not sure if it fires on both client and server).
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1.7.10 Custom crafting recipes on the server side
1.7.10 is no longer supported on this forum, update to receive assistance.
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why is registerItems and registerRenders events firing before preinit?
The modules added in java 9, ObjectHolder uses reflection to populate the variables.
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List of Vanilla EventBus events
They will all be under a sub package called event or events in the forge code.
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How to Create Custom Model Armor Without Programs
You can not make a custom set of armor without programming it.
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How to Create Custom Model Armor Without Programs
I have no idea what you are trying to say.
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Attaching A 3d Model To A Player
Minecraft#player since keybinds happen on the client.
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Attaching A 3d Model To A Player
Which isnt that hard, forge has one for block models if you need to you can take a look at that. However if it renders on a button push it requires a little more code. Assuming on button push it needs to render for all players on the player who pushed the button this will require a capability and custom packets to sync the capability. However if not you could simply have a boolean accessible from your proxies. And render off of that.
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[1.12.2]3D items models rendering differently in different slots
It has to do with the TileEntityItemStackRenderer implementation.
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Can't set name of planks correctly
You will need a custom ItemBlock implementation which I assume you have because your block has metadata. There is where you will override the method I said above.
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