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[RESOLVED] No more EntityPlayer#openGui ?
Perfect, thank you!
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[RESOLVED] No more EntityPlayer#openGui ?
In 1.12.2 and before you had ` player.openGui(...) That would then be picked up by a handler through IGuiHandler The openGui method no longer exists and scanning across the EntityPlayerSP and EntityPlayerMP files there isnt any alternative im seeing. Also after trying a lookup of IGuiHandler there are no usages of it in the src. Is anyone aware of an alternative in 1.13.2 ? Additional using Minecraft.getMinecraft.displayGuiScreen produces extremely buggy behavior. thanks.
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Replacement for StateMappers in 1.13.2 / BlockState hierarchies [Resolved]
Turns out you can actually just pass in a full route to ResourceLocation after looking at ModelBakery. So something like works for those who are curious: new ResourceLocation(yourModID, "subfolder/" + blockname) after which the block or item will resolve to modid.subfolder.blockname at runtime
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Replacement for StateMappers in 1.13.2 / BlockState hierarchies [Resolved]
Correct but I don't need it for metadata. I was just using the StateMapper to help create/organize my BlockStates and item folders with an inner hierarchy that would make it more manageable and more easily traceable for the blocks im working with. i.e. blockstates/someAbstractGroup (not metadata, just individual blocks) / someBlocksinhere.json' blockStates/anotherGroup/[someotherblock.json, someotherblock.json], etc. if that makes sense heres how it used to be in 1.12 for reference:
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Replacement for StateMappers in 1.13.2 / BlockState hierarchies [Resolved]
Turns out you can actually just pass in a full route to ResourceLocation after looking at ModelBakery. So something like works for those who are curious: new ResourceLocation(yourModID, "subfolder/" + blockname) after which the block or item will resolve to modid.subfolder.blockname at runtime I was reading over https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a and saw that StateMappers are completely removed. I was using the StateMapper in 1.12 to define a custom BlockState hierarchy. i.e. blockstates/typeA/someblock.json, blockStates/typeB/someotherblockingroup.json Additional as part of ModelRegistry event I was using ModelLoader.setCustomModelResourceLocation To achieve the same behavior for the items folder. After reading over the new files nothing stands out about a method to be to reproduce this behavior. Is anyone aware of a method that is able to achieve the same behavior? It is neccessary for me due to have ~1000 blocks with variants + ~500 separate items discounting itemblocks.
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[1.13.2] How to set an items creative tab?
Thank, ill update and try without manually manipulating the map
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[1.13.2] How to set an items creative tab?
Ooh totally missed that, got it working after that, thanks!!
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[1.13.2] How to set an items creative tab?
Odd, Im doing basically the same thing: Item.Properties properties = new Item.Properties().group(ItemGroup.COMBAT); Item itemBlock = new ItemBlock(block, properties).setRegistryName(resourceLocation); And then initializing it in my <item> subscribe event
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[1.13.2] How to set an items creative tab?
Have you gotten this to work with ItemBlocks? I have gotten my item blocks registering and showing up correctly using /give @p but nothing is loading into the creative tabs despite using that same Item.Properties builder
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[1.13.2] Eclipse I cant run client
check the .toml file, you need to configure it correctly
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[1.13.2] Project is missing required library, Forge 1.13.2 mapping
delete caches and try again. also I found its easier to restart from scratch, i.e. extract the mdk then run gradlew eclipse on it, then import it into either eclipse or intellij
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[1.12] How to change biome temperature?
For a custom biome or overriding a vanilla biome?
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[deleted]
@Subscribe public static void onItemRegister(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll(ItemInit.ITEMS.toArray(new Item[0])); } replace @Subscribe w/ @SubscribeEvent reference: @SubscribeEvent public void registerBlocks(RegistryEvent.Register<Block> event) { event.getRegistry().registerAll(block1, block2, ...); } Retrieved from: http://mcforge.readthedocs.io/en/latest/concepts/registries/
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[1.12.1] Use world save for WorldType
Is it possible to either ship a jar with a worldsave, for i.e. a showcase of all the blocks and objects in a mod, or to ship the jar with a custom world type that is loaded from a save file ?
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[deleted]
I dont see in your code anywhere where you are actually calling the method RegisterRenders which would hook the modellocation. Are you versed in Java? If not I would highly suggest at least looking into some java crashcourses and not blindly following tutorials. This is supported by the fact that your log doesnt even have any errors for the item model in the first place, as it has no item model to reference to. You are following a 1.11 tutorial in the 1.12 environment that uses a new system for registries. If you want a tutorial on how to registry items in 1.12 (albeit still messy), check this channel: https://www.youtube.com/channel/UCUAawSqNFBEj-bxguJyJL9g/videos Again if your not familiar with Java please learn it properly instead of blindly following tutorials, otherwise you will not know what your code is doing and why it is doing it and in the end you are just wasting your own time since you woulddnt understand it.
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