Everything posted by Choonster
-
[1.9] [Solved] Blockstate file not loading
Yes, create an IStateMapper and register it by calling ModelLoader.setCustomStateMapper . You can either implement IStateMapper yourself or create a StateMap.Builder , call StateMap.Builder#ignore for each property you want to ignore and then call StateMap.Builder#build .
-
[1.9] [Solved] Blockstate file not loading
Your block has two properties ( facing and triggered ), but your blockstates file only specifies variants for one of them ( facing ). You need to include both properties in your blockstates file.
-
[1.9] SetBlockBounds Problem!!!!!
Look at how BlockSapling or BlockDaylightDetector override Block#getBoundingBox .
-
[1.9] SetBlockBounds Problem!!!!!
Create a static final AxisAlignedBB field with the block's bounds and override Block#getBoundingBox to return it.
-
Possible to make a block that adds the wither affect upon entity collision?
Call setBlockBounds in your constructor. Look at the method definition in the Block class for the arguments.
-
1.8.9 launch error
Item#getRegistryName already includes your mod ID. Don't add it again.
-
[1.9] Issue with custom entity
Refresh the project from the Gradle window (this is needed after running setupDecompWorkspace to allow the project to use the new Forge version), then synchronise the project from the Project window (this is needed after running genIntelliJRuns to bring up the prompt to reopen the IDE and use the new run configurations). You then need to edit the run configurations to use the classpath of the <ProjectName>_main module.
-
1.8.9 launch error
The RenderItem instance is created between preInit and init, so it can't be used in preInit. Instead of using ItemModelMesher#register , use ModelLoader.setCustomModelResourceLocation / setCustomMeshDefinition . These must be called in preInit. Never use getUnlocalizedName().substring(5) in your code. Registry names are IDs, they must not change. Unlocalised names can change at any time. The default model loaded for every Item is the one with its registry name, so use Item#getRegistryName as the default model location.
-
[1.9] Issue with custom entity
Right click somewhere in the Project window, then select Git > Repository > Branches in the context menu. Select the branch to checkout from the popup menu that appears.
-
[1.9] Issue with custom entity
Clone the repository, then checkout the desired branch using a Git client (e.g. IntelliJ IDEA, GitHub Desktop, command-line Git).
-
[1.9] Issue with custom entity
So equipping a vanilla saddle on a vanilla horse shows your subtitle? I can't reproduce this. In the process of writing a reply, I looked at your GitHub repository and noticed you'd already done it. If you encounter further problems with Git, try looking for the solution first. If you can't find it, post here and I may or may not be able to help you. Any further questions not directly related to the custom entity should probably be posted in a separate thread.
-
Possible to make a block that adds the wither affect upon entity collision?
So I gave your test code a shot and now I just fall through the block. I do get withered though haha, but I'm passing right through it like it doesn't exist. Are you using 1.8.9 or 1.9? My code is for 1.9, for 1.8.9 you'd need to call Block#setBlockBounds with the coordinates instead of creating a static field and overriding Block#getCollisionBoundingBox .
-
Possible to make a block that adds the wither affect upon entity collision?
I just tested this here, the smallest possible offset (to 4 decimal places) is 0.0011. With an offset of 0.0010, the player can only collide by walking into a corner of the block rather than anywhere on any face.
-
Possible to make a block that adds the wither affect upon entity collision?
If you want entities to be able to collide on all sides, call Block#setBlockBounds in the constructor with OFFSET as the minimum coordinates and 1 - OFFSET as the maximum coordinates (where OFFSET is some small value like 0.125). This removes the need to override Block#getCollisionBoundingBox . In 1.9, create a static final AxisAlignedBB field with these coordinates instead and override Block#getCollisionBoundingBox to return it.
-
[1.9] Issue with custom entity
Please pay closer attention to my posts. I said you should use the minecraft:entity.horse.saddle sound event as a sound in your own sound event, not the minecraft:sounds/entity/horse/saddle.ogg sound file (which doesn't exist, as you've seen). I even gave you an example of what you needed to put in sounds.json. You can see a working example of this here. As for the warning: When the server receives a CPacketVehicleMove , it calls NetHandlerPlayServer#processVehicleMove . This calculates the distance between the mount position sent in the packet and the server's last known mount position. If the difference between this distance and the magnitude of the mount's motion vector is more than 10 (actually if difference between their squares is more than 100), the server logs that warning and sends a SPacketMoveVehicle to the client to reset the mount's position to the server's last known position. If your mount uses the same motion/networking code as the Horse, I'm not entirely sure why this would happen.
-
[1.9] player.setCurrentItemOrArmor no working
Numeric armor slots were replaced by the EntityEquipmentSlot enum. The enum values should be self-explanatory.
-
Possible to make a block that adds the wither affect upon entity collision?
An entity can only collide with a block on a given side if the block's bounding box is inset by a small amount on that side. Soul Sand is only inset on the top (i.e. the maximum y coordinate is less than 1), so entities will only collide on the top.
-
[1.9] player.setCurrentItemOrArmor no working
Entity#setCurrentItemOrArmor was replaced by Entity#setItemStackToSlot .
-
Possible to make a block that adds the wither affect upon entity collision?
There is no Block#onEntityWalking method in 1.8+, so your method doesn't override a super method and is never called. This is why you should always use the @Override annotation, you would have gotten a compilation error telling you this. Use your IDE to auto-generate override methods. Block#onEntityCollidedWithBlock(World, BlockPos, Entity) is called when an entity that can trigger walking (i.e. returns true from Entity#canTriggerWalking ) walks on top of the block. Block#onEntityCollidedWithBlock(World, BlockPos, IBlockState, Entity) is called when an entity collides with the block in any direction.
-
[1.9] Issue with custom entity
I didn't say anything about replacing the minecraft:entity.horse.saddle sound event, though that's not possible to do from a sounds.json file in assets/<modid> anyway. You need to create your own sound event that uses minecraft:entity.horse.saddle as an entry in its sounds array. Put this in sounds.json: "entity.terrakon.saddle": { "sounds": [ { "name": "minecraft:entity.horse.saddle", "type": "event" } ], "subtitle": "subtitles.tetracraft:action.saddle" }, Then register a SoundEvent for tetracraft:entity.terrakon.saddle and play it when a Saddle is equipped. This should play the sounds defined by the minecraft:entity.horse.saddle sound event but use the subtitle of your sound event.
-
[1.9] Issue with custom entity
Create a sound event in your sounds.json file, give it a sound with minecraft:entity.horse.saddle as the name and event as the type and then set its subtitle. This will play a sound from the existing event but use your subtitle. See this page for an explanation of the sounds.json format.
-
[1.9] Issue with custom entity
You're playing the saddle equip sound in EntityTerrakon#processInteract . Just play a different sound.
-
[1.8.9] Cant resolve Error on an easy blockstates Ore Block..
The RenderItem instance is created between preInit and init, so you can't access it in preInit. The solution is to use the ModelLoader methods instead of the ItemModelMesher methods.
-
[1.8.9] Cant resolve Error on an easy blockstates Ore Block..
ModelLoader.setCustomModelResourceLocation must be called in preInit, as I said in my previous post.
-
[1.9] Set the size of the slime to spawn
That looks correct, yes.
IPS spam blocked by CleanTalk.