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lehjr

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Everything posted by lehjr

  1. Just a thought, your mod list for the server is showing 64 mods while the client is showing 81.
  2. For those that haven't seen this, next month MinecraftForums.net will be archived and will become read only, effectively shutting down. I know it doesn't directly affect Forge, but it does affect the community since many modders still connect with their audience there.
  3. For now, you can do this in the model bake event. You’ll also need to register the model textures manually as well in the texture stitch event.
  4. Likely an issue with a mod's version or some other setting in a "mods.toml" file. Ran into this yesterday with a mod using this setting: version="${file.jarVersion}"
  5. Actually, the model loaders are there and implemented. You can load the models just fine manually (I'm this right now). However, this is not the desired behavior if you want to be able to override the model with a resource pack.
  6. That's just a stand alone test to see whether or not the obj model is loading. For help and bug reports, it's always best to see things in their simplest form. Since none of the Forge test/debugging mods have been ported, it's possible there's something still missing in order for the OBJ models to be loaded from blockstate files.
  7. I've tried and can't get it to work. I threw together a basic test out of the MDK and bits from ModelLoaderRegistryDebug out of Forge 1.10.2 debug. The Blockstate json probably isn't quite right as I'm a little hazy on the syntax changes for 1.13.2, but should be good enough for testing: https://github.com/lehjr/Forge-1.13.2-OBJ-Test
  8. Looks like the issue is in ModelBakery#loadModel, specifically, where ".json" is appended to the resource path. In 1.12.2, this was not done: 1.13.2: iresource = this.resourceManager.getResource(new ResourceLocation(location.getNamespace(), "models/" + location.getPath() + ".json")); 1.12.2 iresource = this.resourceManager.getResource(this.getModelLocation(location)); which means you should be seeing a message like: [minecraft/ModelBakery]: Unable to load model: ':block/some_model.obj' referenced from: some_blockstate: java.io.FileNotFoundException: mod_id:models/block/some_model.obj.json Edit: Oops.. not entirely correct. While hat was true, seems I didn't follow the rabbit hole deep enough as getModelLocation actually does what is in 1.13.2, just with one less method.
  9. For IntelliJ, you'll want to use a the .idea based config rather than the *.ipr based config, since gradlew genIntellijRuns uses the .idea based config.
  10. Looks like you're trying to load a mod for a different version of Minecraft.
  11. In my response, onSolidGround() will actually check if the entire area under the entity as you described what you thought your original methods were doing in your original post. onSolidGround2() (naming? ) will check a box. Set offsetStart to how far under the entity you want to start. Set offsetEnd to how far above you want to start. isSolid is just a helper for both.
  12. http://www.9minecraft.net is a scam site. Probably gonna want to do virus/malware a scan.
  13. Is that your actual code or is that pseudo code? Edit: The current code you have doesn't even need a loop. The way it's written, it is only checking a single block position using the value at the end of the loop, not a 1 block high box the width of the entity. "y" will never be 3.4 because it is declared as an integer. To do what it looks like your code was intended to work, and to check an entire box around the entity, you'd need roughly the following: // check a 1 block high plane below public boolean onSolidGround() { double y = this.posY - 3.4; // adjust this to the height to check for (double z = posZ - width/2; y < posZ + width/2; y++) { for(double x = posX - width/2; x < posX + width/2; x++) { if (!isSolid(new BlockPos(x, y, z))) return false; } } return true; } // check an entire box surrounding public boolean onSolidGround2() { double offsetStart = 0.0; // set this as how far below to start double offsetEnd = 0.0; // set this as how far above to stop for (double y = posY - offsetStart; y < y + height + offsetEnd; y++ ) { for (double z = posZ - width / 2; y < posZ + width / 2; y++) { for (double x = posX - width / 2; x < posX + width / 2; x++) { if (!isSolid(new BlockPos(x, y, z))) return false; } } } return true; } public boolean isSolid(BlockPos pos) { IBlockState state = world.getBlockState(pos); return !state.getMaterial().isSolid(); }
  14. Looks familiar: https://bukkit.org/threads/how-to-convert-uuid-to-name-and-name-to-uuid-uising-mojang-api.460828/ Edit: I would avoid using capitalized names for variables. getAsJsonObject fails so replace that with getAsJsonArray, since that is what you are getting. Here's what it should look like with updated code: public String getUserName(String uuid){ String url = "https://api.mojang.com/user/profiles/" + uuid.replace("-", "")+"/names"; try { String json = IOUtils.toString(new URL(url)); JsonElement element = new JsonParser().parse(json); JsonArray nameArray = element.getAsJsonArray(); JsonObject nameElement = nameArray.get(nameArray.size()-1).getAsJsonObject(); nameElement.get("name").toString(); } catch (Exception e) { e.printStackTrace(); } return ""; }
  15. Thread necro, but same advice applies. Unfortunately, Smart Moving support has never been "good", but now will be even worse. Within the past few days, the mod author's MinecraftForums.net forum account and all of the posts from that account became victims of a purge that deleted roughly 1 million accounts and 10 million posts. Unfortunately, there was never any documentation outside of those forum posts, which means mod authors aren't as likely to add support now. There was someone working on a fork of it, but nothing has been touched in the past 8 months.
  16. If you use the ppa package to install java 8, the default java can be set up automatically for you. https://launchpad.net/~webupd8team/+archive/ubuntu/java Other than that, you'll probably have to wade through a bunch of outdated information to find something that works.
  17. Pro tip: when a mod is causing crashes, first thing to do before seeking help or filing a bug report is to look for an updated version. There was an update to Forge a few months ago that required mods to update if they accessed certain parts of the potion code. You can see it was updated months ago to address it: https://github.com/TheCBProject/NotEnoughItems/commit/9f34a04f395a1c30af2eff779968210fa4be3283
  18. That's a third party scammer site and you probably want to run a virus scan. The downloads for Forge are located at https://files.minecraftforge.net/
  19. Retrogen has to be enabled in the config for it to happen in the first place. And again, it's only if they release anything for that version of Minecraft. Since developers are still working on a 1.13 version of Forge, it's probably going to be awhile either way. AFAIK, the retrogen only replaces stone blocks though, and probably some vanilla trees. You can always back up your world and try it and find out I guess.
  20. I would avoid using capital letters for assets. Also, your json file points to "items/MANGO" but your texture is lower case. Edit, and the name of your texture is "mango2" not "mango"
  21. Without knowing whether or not IC2 developers will release a version for 1.13.2 and whether or not it will support retrogen, no answer you get will be more than speculation. According to their forums, "in 1.8.9 and later versions of IC2, IC2 has retrogen, so you can generate the ores (and the rubber trees) into the world, even after the world is generated..."
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