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Everything posted by Choonster
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1.10.2 How to add Loot tables for mobs
Choonster replied to TheRPGAdventurer's topic in Modder Support
The class looks correct, but make sure you call RealmOfTheDragonsLootTables.registerLootTables in preInit. -
1.10.2 How to add Loot tables for mobs
Choonster replied to TheRPGAdventurer's topic in Modder Support
I'm talking about the loot table JSON file, not the class that registers the loot tables. -
1.10.2 How to add Loot tables for mobs
Choonster replied to TheRPGAdventurer's topic in Modder Support
Yes. Forge adds the naming requirement for mod loot tables and auto-generates names for vanilla loot tables. You need to specify a name for each pool in the loot table file. I explained the naming requirements here (in the thread that @V0idWa1k3r linked). Please use code blocks (the <> icon in the editor) when posting code. Alternatively, use Gist/Pastebin. -
1.10.2 How to add Loot tables for mobs
Choonster replied to TheRPGAdventurer's topic in Modder Support
I've changed those files since posting in that other thread, you can see the latest versions (as of the writing of this post) here: Loot table file Loot table registration For anyone reading this thread in the future, you can use the Tree/Branch/Tag dropdown on GitHub to see the latest versions of these files on each branch. The branches are currently named after the Minecraft version they're targeting. -
1,11,2 Custom Block .json not rendering
Choonster replied to modblockminer's topic in Modder Support
When are you calling ModelLoader.setCustomModelResourceLocation? It needs to be called before init, otherwise it won't do anything. If you register your Items (including ItemBlocks) in RegistryEvent.Register<Item> (the new and recommended way), register the models in ModelRegistryEvent. If you register them in preInit (the old way), register the models in preInit as well. The FML log will usually have an error message telling you why a particular model wasn't loaded. If you don't know how to interpret the errors, post the full log using Gist. -
The heldItem parameter was removed from the method in 1.11, since you can get it from the EntityPlayer using EntityLivingBase#getHeldItem (EntityPlayer extends EntityLivingBase). EntityLivingBase#getActiveItemStack only returns a non-empty ItemStack when the entity is actively using an item (e.g. blocking with a shield, drawing a bow). ItemStacks can no longer be null in 1.11+, the default value is now the empty ItemStack. Use ItemStack#isEmpty to check if an ItemStack is empty. The ItemStack.EMPTY field contains an ItemStack that's always empty.
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The ResourceLocation is the ID of the loot table. The vanilla IDs are stored in the LootTableList class.
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Don't index the Forge Maven repository, the repository doesn't support it and it's not required. You shouldn't need to index any Maven repositories.
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Constant Crash When trying to join a server [1.10.2]
Choonster replied to Chris.Le's topic in Support & Bug Reports
This looks like an issue with Mo'Creatures. If you're not running the latest version, update. If you are or the issue persists after updating, report it to the author. -
There are three main editions of Minecraft: Computer (which I previously referred to as Desktop), Pocket and Console. Computer Edition is the original and runs on most PC operating systems (including Windows, OS X and Linux). It can be modded with Forge and other types of mods. Pocket Edition is a rewritten implementation of Minecraft for mobile devices. Windows 10 Edition is a port of Pocket Edition to the Windows 10 platform. It can be modded on some mobile platforms (e.g. Android), but I don't know of any mods for the Windows 10 Edition. The Minecraft Marketplace will allow you to buy additional content for Pocket Edition/Windows 10 Edition. Console Edition is a rewritten implementation of Minecraft for consoles. It can't be legitimately modded. There's no way to run Forge or other Computer Edition mods on the Windows 10 Edition, but there's nothing stopping you from running the Computer Edition on Windows 10.
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Forge only works in the Desktop Edition of Minecraft, the Windows 10 Edition is completely different.
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One of your mods is broken, but unfortunately the crash report doesn't say which one. It's most likely one of these mods, so try removing them: If the issue still occurs, post the FML log (logs/fml-client-latest.log) using Gist or Pastebin.
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MCPBot can often tell you the name history of a field/method. This issue tracker also documents most renames in 1.8+. You can also look at places where the method was used in the old version and compare them to the new version to see what it uses instead. In this case, World#markBlockForUpdate was replaced by World#notifyBlockUpdate.
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sounds.json isn't included in the IDE project, so your IDE won't be able to navigate to it. The vanilla assets not included in the forgeSrc library are downloaded to the Gradle cache, ~/.gradle/caches/minecraft/assets. The indexes directory contains a JSON file for each version that lists the hash of each file. The objects directory contains the actual files, with the hash as the file name. Each file is contained in a directory named with the first two characters of the hash. I wrote this Lua script to extract the files from this repository format into regular directories.
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Tile entity spawn stacks in world from GUI button
Choonster replied to BlameTaw's topic in Modder Support
Just modify it on the server, the changes will be synced to the necessary clients. -
Tile entity spawn stacks in world from GUI button
Choonster replied to BlameTaw's topic in Modder Support
Use the Simple Network Implementation to send a packet to the server telling it that the player clicked the button. In the packet handler, check that the player has permission to spawn the stacks (e.g. is within interaction range of the block) before spawning them. -
You can use BON2 to deobfuscate compiled mods before decompiling them with a decompiler like JD-GUI or Bytecode Viewer.
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In client-only code, yes.
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But what's the reason for doing this? What's the overall goal? If you look the code that saves crash report files (i.e. calls CrashReport#saveToFile), you'll see that the server uses MinecraftServer#getDataDirectory as the parent directory of the crash-reports directory and the client uses Minecraft#mcDataDir.
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What are you trying to do?
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Need Help in understanding vec3 Vec3d vec2i etc. please.
Choonster replied to TheRPGAdventurer's topic in Modder Support
Vec3.createVectorHelper was removed in 1.8 when the Vec3 constructor was made public. Just use the constructor directly. -
There's no direct equivalent to InventoryPlayer#consumeInventoryItem, ItemBow uses ItemBow#findAmmo to find the first ammo ItemStack and then decrements the stack size by 1 and calls InventoryPlayer#deleteStack to remove it from the inventory if the new stack size is 0. EntityPlayer#joinEntityItemWithWorld has been replaced by EntityPlayer#dropItemAndGetStack. I found these by looking at where the methods were used in 1.8.9 and then looking what 1.10.2 uses in the same place. You can also use MCPBot to see if a method/field has been renamed between versions. In future, please include the class name of the methods.