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MCenderdragon

Forge Modder
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MCenderdragon last won the day on February 28 2017

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About MCenderdragon

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    I am stressed!

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  1. You basicaly want this Pull Request getting accepted: https://github.com/MinecraftForge/MinecraftForge/pull/4614.
  2. https://github.com/MinecraftForge/MinecraftForge/issues/4837 But here I go proving this is a forge bug... Modless server, I try to join. I have a slow internet connection: Server: [01:04:13] [Server thread/INFO]: MCenderdragon joined the game [01:04:22] [Server thread/INFO]: <MCenderdragon> g [01:04:32] [Server thread/INFO]: [Server] g [01:04:36] [Server thread/INFO]: [Server] gg [01:04:43] [Server thread/INFO]: MCenderdragon lost connection: Timed out [01:04:43] [Server thread/INFO]: MCenderdragon left the game So timeout after 30 seconds.
  3. So no answers mean either everybody is afraid of 1.13 or nobody knows what will change regarding items.
  4. I had the same problem, I created ZipFileSystems and then accest them via getFIlesSystem, but sometimes getFileSystem returned null so my code created a new one resulting in 2 open ZipFileSystem to the same file, when then all get closed both throw an error, but they leave themselfes in the FileSystem list so you cant create a new one since there is one but this is marked as closed, thus unusable. My fix was a java update to the latest version, this removed all the strange cases where the file system randomly broke and I made a map to store all FIleSystems myself.
  5. As far as I know this is an issue from vanilla, the EntityArrow has an if clause to check if the owner was hit and ignores him. YOu could do similar checks respecting the age to make it possible to hit yourself if you throw it straight up.
  6. This seems correct, you can try to use RenderRaceCar2 also for the trophy, if this works the error is inside the RenderProphy. You could then try to render the model from your car instead of the trohpy model, if this works without other changes then your model class is faulty.
  7. net.minecraft.client.gui.GuiScreenBook
  8. Maybe it is considered as evil, but it worked like a charm. Currently I have something like dynamic subitems. I add dust for ingots who dont have one, to prevent something like 4 different copper dusts. This worked great I generated hashed from the dust anmes so they were on server and client the same, but I also sync them to prevent any issues, even colors worked. But in 1.13 there is no meta data, even so I think this is a great loose but we'll see. My question is is there someway to make something like this possible in 1.13, I know adding or removing items (dynamic) will srew up the ids, at
  9. Also overriding Fluid#getColor(World w, BlockPos pos) does not seems to work (it never gets even called).
  10. I added my own fluid to forge, textures and flowing works. But when I tried to apply the biome colors to them via a IBlockColor it didnt work. After a bit searching I noticed in vanilla model is the tag "tintindex" in the face definitions, is it possible this tag is missing in forge generated fluid model ?
  11. The thing is removing all potion effects is simple but I want to let the player have his self drunken potion effects and there is also no event before/after a potion was drunken. With an Event fired at addPotionEffect it would be easy becaue I cold just search the stacktravc from were the potion effect was added and just cancel everything out eccept from ItemPotion.class
  12. the player also gets potion effect in creative/adventure and spectator. But selecting players in spectator is by default disabled by the world (getEntityWithAABB filters spectators out)
  13. So fluids applying effects and effect clouds are left.
  14. Or do you mean the ThrowableImpactEvent ?
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