-
Posts
5170 -
Joined
-
Last visited
-
Days Won
77
Everything posted by Choonster
-
[1.11.2] [Solved] Changing Break Speed With Hoe
Choonster replied to Debu922's topic in Modder Support
You need to handle the random chance and random amounts yourself: generate a random number for the amount of soil and add a stack of that much soil to the list (or that many stacks of 1 soil), then generate a random number for the rock drop chance and add a rock to the drops list if it's within the 10% range. -
[1.11.2] [Solved] Changing Break Speed With Hoe
Choonster replied to Debu922's topic in Modder Support
You can do exactly the same thing as you would in BreakEvent, just add drops to the list instead of manually spawning them as entities. -
PlayerTickEvent is fired for all players (even on the client side), not just the client player. If you want to do something every tick on the client, use ClientTickEvent.
-
I'm not too sure, sorry. I don't know all that much about rendering.
-
You should be able to use FontRenderer#drawSplitString or FontRenderer#listFormattedStringToWidth for this.
-
If you're developing a mod and you have a class that extends ItemAxe, you need to use the ItemAxe(ToolMaterial, float, float) constructor for non-vanilla ToolMaterials. The ItemAxe(ToolMaterial) constructor only works for vanilla ToolMaterials because it uses the ordinal as an array index.
-
1.6.4 is no longer supported by Forge, you won't get any help with it here.
-
A task that was scheduled with IThreadListener#addScheduledTask is throwing an ArrayIndexOutOfBoundsException, but I can't tell you where it's being thrown from because you didn't post the full stack trace. Either post the full stack trace/crash report in a code block (the <> button) or post the full FML log (logs/fml-client-latest.log) using Gist or Pastebin. Alternatively, read it yourself and figure out why the exception is being thrown and what you can do to stop it.
-
i can't download forge 1.10.2 - 12.18.3.2185
Choonster replied to uRsUS's topic in Support & Bug Reports
If you click "Show all downloads" on the Forge download page, you'll see a full list of downloads with an i icon next to each download link. Hover over this and there'll be a "Direct Download" link that bypasses AdFocus (if the regular link uses AdFocus) and downloads the file directly. -
Like the error message says, Forestry requires Forge 13.20.0.2230 or above, but you're using an older version. You need to update Forge.
-
You can read more about capabilities here.
-
[1.9.4] Registering SoundEvent ignoring my modid?
Choonster replied to coolAlias's topic in Modder Support
It's possible that you'd want to create a sound event that consists of a combination of vanilla files not present in any existing sound event. For example, a sound event consisting of minecraft:block/chorus_flower/grow1, minecraft:dig/cloth1 and youmod:foo/bar. There's no existing sound event with this combination of sound files. -
[1.11.2] Use #inventory variant for a .obj model
Choonster replied to Gugu42's topic in Modder Support
By default, the same model is used for an item regardless of where it's being rendered (e.g. in the hand or in the inventory). You'll need to create an IPerspectiveAwareModel wrapper that uses either the full OBJ model or the simple JSON model based on where it's being rendered (the TransformType). diesieben07 helped someone else with something similar here. -
[1.9.4] Registering SoundEvent ignoring my modid?
Choonster replied to coolAlias's topic in Modder Support
The sound events in your sounds.json file have their resource domain set automatically from the file's resource domain, but the individual sound files used by the sound events don't, they need to be specified manually. Replace special/levelup with dynamicswordskills:special/levelup in your sounds.json file. -
Noticed registEntityRenderHandler is deprecated, what to use instead
Choonster replied to clowcadia's topic in Modder Support
IRenderFactory is an interface with a single method, you shouldn't need an example. All your implementation needs to do is create and return the Render instance using the provided RenderManager instance. You can implement it with a lambda/constructor method reference (requires Java 8), an anonymous class or a regular class. -
Noticed registEntityRenderHandler is deprecated, what to use instead
Choonster replied to clowcadia's topic in Modder Support
Use the non-deprecated overload with an IRenderFactory argument. -
[1.11.2] Can you use an obj for an entity model?
Choonster replied to Kriptikz's topic in Modder Support
AnimationModelBase is a ModelBase that renders an animated baked model. If the model isn't animated, you can create your own Render/ModelBase and cache the IBakedModel instead of re-baking it each frame. -
Server crash after modpack update, please help...
Choonster replied to Wizardon777's topic in Support & Bug Reports
It looks like an issue with Extra Utilities 2, but you have a lot of coremods installed that could be screwing things up. Test it with the latest version of Extra Utilities 2 and without all of the coremods. If the issue persists, report it to the author. -
On Sponge's GitHub.
-
minecraft 1.8.9 how to resolve the logs/fml-client-latest.log
Choonster replied to Adust's topic in Support & Bug Reports
Make sure you read the installation instructions for the mods you're using. -
minecraft 1.8.9 how to resolve the logs/fml-client-latest.log
Choonster replied to Adust's topic in Support & Bug Reports
We can't help you without seeing the FML log (logs/fml-client-latest.log), upload it to Gist and link it here. -
EnergyStorage doesn't implement INBTSerializable, so it doesn't have methods to read it from/write it to NBT. Either get the capability's IStorage (Capability#getStorage) and use that to read from/write to NBT or do it yourself (storing the energy in a single integer tag).
-
Save ItemStack with NBT data to file (client-side)
Choonster replied to Saucier's topic in Modder Support
That looks mostly correct, but there are some minor changes I'd recommend: Only catch the most specific exception you have to, i.e. IOException rather than Exception. This lets other exceptions propagate upwards so they can be handled by Minecraft itself. Log the exception with a log4j Logger rather than just printing its stack trace. This will ensure it's formatted properly in the console and FML log. Consider using ItemStack#serializeNBT (from the INBTSerializable interface) rather than ItemStack#writeToNBT. This creates the NBTTagCompound for you and returns it. That should be all you need, yes. -
Save ItemStack with NBT data to file (client-side)
Choonster replied to Saucier's topic in Modder Support
WorldSavedData only saves data to the disk on the logical server, so it's not really suitable for your purposes. You can look at how MapStorage reads and writes WorldSavedData instances to .dat files using CompressedStreamTools, though you won't be able to use ISaveHandler#getMapFileFromName from the logical client (since the client-side implementation always returns null).