Everything posted by DBLouis
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[SOLVED] @SideOnly annotation
Hi! When a method is annotated with @SideOnly, is it applied to overridden method as well ? Should I add the annotation anyway, for clarity ? Thanks in advance
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[SOLVED] [1.10] Custom walls model error
Hi! How can I get rid of this error : MultiModel minecraft:builtin/missing is empty (no base model or parts were provided/resolved) I think it's due to the fact that there isn't a default model in the blockstate file : Thanks in advance
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[SOLVED] [1.10] Player connect event ?
Thanks a lot
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[SOLVED] [1.10] Player connect event ?
I probably should have explain the purpose of this at the beginning The dedicated server must send some settings to the connected clients : recipes, block hardness and resistance ... This is dedicated server behavior only, not integrated.
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[SOLVED] [1.10] Player connect event ?
Ok so what you're saying is if the player is an EntityPlayerMP, then I'm on the server side of a dedicated server for sure, that's it ?
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[SOLVED] [1.10] Player connect event ?
I don't need ServerConnectionFromClientEvent then. How can I check that the server is dedicated ? I want to exclude the integrated server case. I need an EntityPlayerMP to call a method, so I have to cast, but I think it's safe if I checked on what side I am before.
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[SOLVED] [1.10] Player connect event ?
How can I get the PlayerLoggedInEvent from ServerConnectionFromClientEvent ? EDIT: Like this ? @SubscribeEvent public void onPlayerLoggedIn(PlayerLoggedInEvent event) { if (event.player.isServerWorld()) { EntityPlayerMP player = (EntityPlayerMP) event.player; ... } }
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[SOLVED] [1.10] Player connect event ?
Hi, I'm looking for an event that Forge is firing when a player connect to the server. Everything I found on Google is old stuffs ... EDIT : I found this : FMLServerAboutToStartEvent It says "Called after FMLPostInitializationEvent on the dedicated server, and after the player has hit "Play Selected World" in the client", but I wanna be sure if this is also fired when connecting to a server.
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[1.10] Where to place logging configuration file ?
I'm not using FMLLog, so I should be able to set my Logger level. Everything I tried do not seems to affect it.
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[1.10] Where to place logging configuration file ?
Hi! Where do I have to place the logging.property file? In the doc of FMLPreInitializationEvent#getModLog() it says config/, but where is it ? Is it the config folder of the mod ? Thanks in advance
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[1.10] Getting Forge's current loading state
Hi, I'm looking for a way to obtain Forge current loading state (pre-init, init ...). Thanks in advance
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[SOLVED] [1.10] Fuel smelting time constant values
Thanks. I found it, it's in the method TileEntityFurnace.getItemBurnTime(). It's hardcoded, so no constants. Too bad ...
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[SOLVED] [1.10] Fuel smelting time constant values
I meant the fuel burn time
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[SOLVED] [1.10] Fuel smelting time constant values
Hi, I'm looking for the smelting time values of vanilla items in Minecraft sources, where are they located ? Thanks in advance
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[SOLVED] [1.10] Variants order in blockstate json file
Thank you
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[SOLVED] [1.10] Variants order in blockstate json file
Hi, do I need to put the variants in the json file in a specific order ? Like the one in createBlockState() or alphabetical maybe ? Thanks in advance
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[SOLVED] [1.10] ModelResourceLocation and model loading errors
Oh thanks That was it ! Has it always been in the preinit ?
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[SOLVED] [1.10] ModelResourceLocation and model loading errors
Still not working ... Here is the blockstate file : And the call : for (int i = 0; i < NB_VARIANTS; i++) { String variant = block.getVariantProperty().getName() + "=" + block.getVariantName(i); ModelLoader.setCustomModelResourceLocation(item, i, new ModelResourceLocation(item.getRegistryName(), variant)); }
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[SOLVED] [1.10] ModelResourceLocation and model loading errors
Without brackets ? And that's the only method I have to call to set the itemblock model ?
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[SOLVED] [1.10] ModelResourceLocation and model loading errors
Ok thanks. I mean forge (or minecraft) could just use the blockstate json file to find the model. It literally says : "for this block and this variants, use this model". I don't see why we have to say it another time in the code, seems redundant ...
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[SOLVED] [1.10] ModelResourceLocation and model loading errors
It's not working without that line. The block's items don't have texture now. And Forge is still looking for model like "undergroundbiomes:igneous_stone#inventory". Also I don't understand why this is necessary at all, because all the needed information is in the blockstate json file : Why do we have to specify the location of the itemblock model ?
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[SOLVED] [1.10] ModelResourceLocation and model loading errors
Hi, I'm currently updating a mod (Underground Biomes) from 1.8 to 1.10. I'm am having issues with itemblock models. I have several type and each of them have 8 variants that I register like this : protected void registerModel() { for (int i = 0; i < NB_VARIANTS; i++) { ModelResourceLocation location = new ModelResourceLocation("MODID:name_variantname", "inventory"); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, i, location); ModelLoader.setCustomModelResourceLocation(item, i, location); } } Forge keeps trying to register the item without variant (I think) but it shouldn't exist. Maybe I don't use ModelResourceLocation correctly. Is there a specific syntax to follow for resource path ? Should I put the variant name like that : new ModelResourceLocation("MODID:name", "variantname"); Any ideas ? Thanks in advance !
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[1.8] Custom block model -> no ambient occlusion
I have tested a lot of things, nothings works. When you say "cast to IRetexturableModel (with checking)" can you show me an example. Because in every cases, I end up with a exception Do I have to implement an IRetexturableModel ? Or can I use the class Wrapper in B3DLoader ?
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[1.8] Custom block model -> no ambient occlusion
Yes but not dynamically. The mod generates all ore/rock combinations
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[1.8] Custom block model -> no ambient occlusion
I have just updated to 1.8 - 11.14.4.1563 and there are some changes : Ambient occlusion seems to work but not always, the block on the grass are too dark and the items are all black
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