daruskiy
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Everything posted by daruskiy
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Perfect, thank you!
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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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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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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?
daruskiy replied to WolfHybrid23's topic in Modder Support
Thank, ill update and try without manually manipulating the map -
[1.13.2] How to set an items creative tab?
daruskiy replied to WolfHybrid23's topic in Modder Support
Ooh totally missed that, got it working after that, thanks!! -
[1.13.2] How to set an items creative tab?
daruskiy replied to WolfHybrid23's topic in Modder Support
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 -
[1.13.2] How to set an items creative tab?
daruskiy replied to WolfHybrid23's topic in Modder Support
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 -
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
daruskiy replied to MCrafterzz's topic in Modder Support
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 -
For a custom biome or overriding a vanilla biome?
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@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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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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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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Without logs I can only take a guess, but I know from my experience one thing I had an issue with when modifying world generation was a "Cascading world generation" issue where each time you created a new chunk, regardless of it being in render distance, it would cause the next chunk after it to be created as well. When I was working on this issue for my mod this what was causing my lag during world generation and was fixed when I saw a logic hole in my code. Aside from that I can offer no guidance
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[1.12.1][SOLVED] Dynamic/dyeable custom item models
daruskiy replied to daruskiy's topic in Modder Support
I actually just figured it out an hour ago! Implemented IItemColor in my itemShield class then return the items tintindex and it made it work -
[1.12.1][SOLVED] Dynamic/dyeable custom item models
daruskiy replied to daruskiy's topic in Modder Support
Ive looked at the minecraft code for item colorization for blocks and things such as spawn eggs and they all seem to use the same tintindex methodology where its generated and then applied at tintindex: 0, so I still have no idea how to get this to work with teh custom model -
[1.12.1][SOLVED] Dynamic/dyeable custom item models
daruskiy replied to daruskiy's topic in Modder Support
so ive tried doing: "south": { "texture": "#layer0","tintindex": 0, "uv": [ 0.0, 0.0, 6.0, 11.0 ] }, However it does not seem to be doing anything. Did you mean to do something else for it ? -
[1.12.1][SOLVED] Dynamic/dyeable custom item models
daruskiy replied to daruskiy's topic in Modder Support
anyone have any suggestions? -
At moment I have both halves of the puzzle solved, however cannot seem to bridge them. 1. I have a working item colorizer that will apply custom colors to an item via crafting with dyes like vanilla leather armor. 2. I have a a working custom model for my item however the dyes are not applying without using builtin/generated. The problem is that when using the custom model, I have it working perfectly so long as I dont set the parent to builtin/generated. However builtin/generated is the only way to get the custom colored item to show up on the icon. So essentially if I dont use the custom model, everything works fine and it just uses an item as the model that gets tinted, but if I use a custom model for the item, I cannot find a way to make the dyes apply to it without breaking the custom model. Any suggestions would be appreciated. The item is a shield and everything works with it except for the custom colored model. Essentially whats happening is that if i set the parent to builtin/entity it completely ignores the model part of the file, but i need the builtin/entity in order to get the dyed textures
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[1.12.1] Adding multiple custom biomes to custom world types
daruskiy replied to daruskiy's topic in Modder Support
When looking at BiomeProvider.getBiome it appears to be a single return value from 'Biome' so how would that be used for multiple biomes? -
At the moment I can only figure out how to add one biome to my custom world type via: public class worldMediterranean extends WorldType { public worldMediterranean() { super("Respublica"); } @Override public BiomeProvider getBiomeProvider(World world){ return new BiomeProviderSingle(modBiomes.LATIUM); } } However I cannot figure out how to make the custom world type have several biomes that are only my custom biomes. Ive looked into the GenLayer and GenLayerBiome but those classes are so confusing as to what they are exactly doing. Ive looked around the githubs of choonster, the biomeoplenty github and other to try and grasp how to do it but ive come up short. If anyone could give a straightforward method it would be appreciated.