Everything posted by Animefan8888
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Issues with custom TNT entity texture
Instead of calling fuse-- in onUpdate call setFuse(fuse-1)
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Issues with custom TNT entity texture
Does not equal textures/entity
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[1.12.2] What's wrong with EntityAINearestAttackableTarget?
No it's completely fine if you leave it with the yellow underline. It just wants you to specify a type argument.
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[SOLVED] Rendering pipes #2
Those sound about right.
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[SOLVED] Rendering pipes #2
Should be in the TileEntity however the name may be slightly different but there are two other methods but I cant remember the names so you should look in the TileEntity class.
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[SOLVED] Rendering pipes #2
You can, but you dont have to, vanilla has one. And the methods I told you to override are used by them.
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problems with onPlayerInteract (think)
I didn't say value !== 3 Did I?
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[SOLVED] Rendering pipes #2
That just tells the server that something has changed and it needs to be saved, it may query sending the packet based on if it has been marked dirty or not.
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Packets not working correctly [1.7.10]
@Azazell 1.8.9 and below are no longer supported on this forum please update to receive support.
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[SOLVED] Rendering pipes #2
No, it's totally saving them. You just aren't updating the client. You need to override getUpdatePacket, handleUpdatePacket, and two other methods I cant think of right now.
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why is registerItems and registerRenders events firing before preinit?
Or you could just instantiate the object directly. IE RegistryEvent() Object o = new Object() Event.register(o) Obviously you could add all of the objects into a set via their constructor for the simplicity of registering. Plus ObjectHolder is broken in Java 9 and will probably not be in the 1.13 release of forge.
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problems with onPlayerInteract (think)
Yes it will, it's just ridiculous. @monkeybee Just say value == 3
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How do you deal with block / item ID changes?
This just sounds horrible to me. I'm not sure if that is correct, I also don't know if I am understanding it. But just in case. From the update primer.
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Conquest Reloaded Mod Connected Textures Bug
Update your optifine.
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How do you deal with block / item ID changes?
Numerical ids won't ever go away, they are and still will be used for serialization(as far as I know).
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[SOLVED] Rendering pipes #2
Did you push all of your code to github or just your jsons? Cause we also need to see the Block class too.
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Under my blocks is like an x-ray sort of thing.
You need to override isFullCube or isOpaqueCube in your Blocks class.
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[1.12.2] Soft Dependency on Capabilities
I see two options 1. Expect it to be true 2. Make a separate mod for this specific interaction that is dependent on your mod and any other mods. Or you can explain in more detail what you are trying to do with this.
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[1.12.2] Soft Dependency on Capabilities
You need to have a Capability<?> value in order to call hasCapability. The only way to get the Capability<?> instance is to access a class from the Mod itself, or as posted above the various other ways to get it.
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[1.12.2] Soft Dependency on Capabilities
The code will crash if the mod isn't loaded, seeing as how he would be getting the Capability from one of that mods classes, this post was so that he could find a way around that. And he has, but now he needs to know if an Event exists which as far as I know he will have to do something like Loader.isModLoaded and then only do his registration that way.
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Attaching A 3d Model To A Player
Do you want to draw something like a hat on the player or do you want to change the way the player looks entirely?
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Attaching A 3d Model To A Player
You don't need a TESR for this. Use the RenderPlayerEvent.Post and render your object model there. A TESR stands for TileEntitySpecialRenderer IE for Block Entities/TileEntities not the player.
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Issues with custom TNT entity texture
Modid and the textures path should be two separate parameters.
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Issues with custom TNT entity texture
Post the errors.
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Issues with custom TNT entity texture
You shouldn't have that colon.
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