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Ytt

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Everything posted by Ytt

  1. When I do ANYTHING with gradle in Windows 10, it gives me the same error. Keep in mind I changed NOTHING before upgrading and it was working on windows 8. https://gyazo.com/d3862e3351a5faaea1d622f20687cbeb As you can see, I have all the correct files, and have tried reinstalling jdk and jre, along with creating new forgemodding folders and testing...help??? HOWEVER, I can still run the mod through eclipse and it works. EDIT: I just build the project on my spare mac, and it worked, so the error isn't with the code, I believe.
  2. I think it changes the players name based on what class he is?
  3. [shadow=red,left][/shadow] That's what happened to me, qq, was never able to fix it. Before asking the community though, please look through the nether & end chunk providers, considering they make the entire dimension one biome.
  4. Honestly, just taking an educated guess here. I had the same problem with a 1.8 custom block (1.8 is so much better for modding ) and once I went into the block json file and changed the values to what one of my other blocks was, it worked. Is there an equivalent of that in 1.7? no clue tbh
  5. Np, I'm sure there's an easier way to accomplish this though Override the BiomeGenBase#getGrassColorAtPos method that Failender mentioned. ;-; never looked at that in the BiomeGenBase class. Would it change the color of the entire block or just the top layer (green)?
  6. I've done the same thing as you, and when my modid is lowercase it seems to work all of the time
  7. Oh, okay. But how would I spawn this custom particle without having access to server-side? I want it to show up whenever I hit the zombie
  8. I re read what you were doing, and I was completely wrong ;-; disregard all of the above. How are you getting and saving the selection of blocks? Post your code please I made a mistake and assumed you were doing something less complicated, my bad. Just post the class. Honestly, the way I'm thinking of is really simple (if what you're trying to do is what I think)
  9. Honestly I forget, don't you have to return the block's default state as well if your item is a block? Or make a new item stack with a block
  10. Will be uploading a tutorial on this in your thread in about 2 hours. This post serves as a placeholder for me to remember. It's actually pretty easy
  11. That would strike me as the easiest way, yes. View my GitHub if you have trouble creating your block code -> https://github.com/Runner55/Gems I'll try to think of an easier way to solve this though, in the meantime.
  12. First, you need to check whether the player is in creative mode with an of statement. Next, you need to get the item id of the item you broke (I think there's a method called onBlockBreak for that). Finally, return the block id in the onBlockBreak method. I'm just trying to make simple solutions, so if this doesn't work, tell me and I'll spend some time thinking of a more concrete way to solve this
  13. I love to think basic, so if this works I'll be really happy. Why not 1) change the mob texture so it's an extremely light color (almost transparent) or set the light level of the entity?
  14. Why would you set up your class with implementing ItemArmourMF? Make it extend ItemArmor ;-; it's easier and just as powerful. Maybe I'm just being an idiot, so please correct me if I'm wrong
  15. My first post helping others so proud rn. Anyways. when you extend the BiomeGenBase, you get something called this.topBlock What this.topBlock does is sets the block on the (lol) first layer of the biome, aka the top, to a block you specify. If you want to make this a different colored grass, you should make another class and create a block called DarkGrass (or something) and make it extend BlockGrass, or if that's not a thing, then give it the properties of a grass block, which shouldn't be that hard. You would use this.topBlock like this: this.topBlock = BlockManager.yourCustomBlock.getDefaultState(); Sorry if this is confusing, I'm writing this while playing euchre and without access to my computer right now lol
  16. Draco, but I want this all to be client side and not server side. I was looking over that tutorial and it looks that particle spawning is server side. I want it just to render for the player. What I'm making is a generic pvp hud and therefore I'm not working with the server here ;-; just displaying client info and rendering stuff based on events
  17. I feel like such a dumbass right now. I had literally thought of every render event besides particles... Thank you Draco. What's the method for drawing particles? (I could view the code on eclipse but my computer isn't with me for the next few days, so yeah)
  18. What gl context should I use instead of that specific eventhandler to check whether what entity the player hit, and draw the screen based off that? Sorry, I'm new at this
  19. So here's what I want to do: render a texture on the screen every time you hit a zombie. BUT, I can't figure out how to do this! My current code is (and everything that's not declared in the method is a private field): @SubscribeEvent(priority = EventPriority.NORMAL) public void onEvent(LivingHurtEvent event) { if (event.entity instanceof EntityChicken) { scaledresolution = new ScaledResolution(mc, mc.displayWidth, mc.displayHeight); int scalefactor = scaledresolution.getScaleFactor(); int x = 1920 / scalefactor; int y = 1080 / scalefactor; this.mc.renderEngine.bindTexture(new ResourceLocation("pvp:textures/mod/modid.png")); this.drawTexturedModalRect((int) (scaledresolution.getScaledWidth_double()/ 2) + (x / 2) - 80, (int) (scaledresolution.getScaledHeight_double()/ 2) + (y / 2) - 22, 0, 0, 128, 32); } but it just crashes and says that there's no gl context! help pls
  20. Hi! Thank you for your quick responses. I've updated my method to be RenderGameOverlayEvent.Post and draw from the center of the screen, and I've used your suggestions to help fix my issue. Thank you all for your help
  21. I've been trying to code a simple potion hud, but whenever I draw the string for the potion name, it always messes up the potion status textures. Do you guys know why? CODE --> github.com/Runner55/Gems/blob/master/com/camp/overlay/PotionEffectHUD.java Thanks in advance! I really appreciate it
  22. Hey guys! This is my first post on the forums because my instructor has been able to help me with everything up until now. So, I've been developing a mod that's primarily Gem & ore generation based, but I want a dimension that is a modified end with a modified version of the ender dragon. I'm stuck though I'm using the End's World Provider and Chunk Provider classes but I can't figure out where the actual dimension is called to generate, and where the ender dragon is generated as well. My current code is here: [ github.com/Runner55/Gems/tree/master/com/camp/world ] if you need it. Can you guys help me with the basics of modifying the end/bosses or at least tell me where I can find the method that calls them to generate? --EDIT-- I found that it was a decorator that generated the features of the end, and that the end's biome is really sky thanks Mojang for making it so complicated. Disregard this entire post . It's all fixed
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