Everything posted by Alexthe666
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[SOLVED]Loot tables "Missing `name` entry for pool #0"
Hey. I have a helper method that i use when i export from a schematic to java(which hasn't been updated to the BlockPos format). I want to check if the block is a chest then fill it with loot. However, i get a strange error when i do: my code:
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[1.9.4]No item models, no warning in log.
Thank you!
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[1.9.4]No item models, no warning in log.
Thank you!
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[1.9.4]No item models, no warning in log.
Hello. I'm missing item models in my 1.9.4, but the game will not give me a warning in the chat log, making me wonder why it cannot find them. my ClientProxy: https://github.com/BackToLifeMod/BackToLife/blob/master/src/main/java/com/github/backtolifemod/backtolife/ClientProxy.java my Item: https://github.com/BackToLifeMod/BackToLife/blob/master/src/main/java/com/github/backtolifemod/backtolife/item/ItemFossil.java where the item is initialized: https://github.com/BackToLifeMod/BackToLife/blob/master/src/main/java/com/github/backtolifemod/backtolife/BackToLife.java
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[1.9.4]No item models, no warning in log.
Hello. I'm missing item models in my 1.9.4, but the game will not give me a warning in the chat log, making me wonder why it cannot find them. my ClientProxy: https://github.com/BackToLifeMod/BackToLife/blob/master/src/main/java/com/github/backtolifemod/backtolife/ClientProxy.java my Item: https://github.com/BackToLifeMod/BackToLife/blob/master/src/main/java/com/github/backtolifemod/backtolife/item/ItemFossil.java where the item is initialized: https://github.com/BackToLifeMod/BackToLife/blob/master/src/main/java/com/github/backtolifemod/backtolife/BackToLife.java
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[1.9.4] Torches drops when rain
You could use a chunk tick, and find any torches in the chunk, then break them if raining. however, that is intensive.
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pre block model render call?
Simple: just trying to make a plant block "sway in the wind". I already know how to do this with OpenGL, I just want to know where I should do it.
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pre block model render call?
Hey, I was wondering if anyone knew where block models are rendered into the world, as I would like to ASM to add in a simple GL11 rotation.
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[1.9] Entity lags server side, could be two large?
I said "class too large" meaning there might have been too much logic that could be triggered by the AI, but i don't think that would fit on Subject. The currently commented out code hasn't been tested. I just mean the current code does the server lag, which is server lag, as logic is slowed down, mobs move extremely jittery, etc.
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[1.9] Entity lags server side, could be two large?
Hello. I have an entity that i noticed lags the server, resulting in entities semi-teleporting around, and overall server lag. After commenting out all of my entity's AI, it ran like normal. However after undoing that it lags as expected. Could this be because the class is to large? Here is my class, by the way: https://github.com/Alex-the-666/Ice_and_Fire/blob/77547cdff9fe98fe619ce48e21ef2c98ff048597/src/main/java/com/github/alexthe666/iceandfire/entity/EntityDragonBase.java
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What tells Minecraft to clip blocks like this?
I have my suspicions that it is in the setupCameraTransform(float partialTicks, int pass); method in EntityRenderer. Say, do you know a way you can Temporarily edit the class on run-time? if i need to I will ASM it but I'd like to test to see if what i suspect is doing this is in fact doing so.
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What tells Minecraft to clip blocks like this?
Hi. After moving the camera down to the ground, i realized Minecraft clips the nearby blocks. I'm not asking how to fix it, I just want to know where and how it does this. Picture of what I mean:
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[1.7.10] Override a method
Or if they just checked the block's material instead.
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[1.9]Duplicate Fluids: one renders it's model, other does not.
Thanks for pointing it out, cannot believe i looked over something that simple.
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[1.9]Duplicate Fluids: one renders it's model, other does not.
Hello. I have two fluids: both of which are almost identical. However, the "seafoam" variant of my fluid does not render it's model. Here is the related code: Where the fluids are initialized: https://github.com/Alex-the-666/archipelago/blob/master/src/main/java/com/github/alexthe666/archipelago/core/ModFluids.java Block Tropical Water: https://github.com/Alex-the-666/archipelago/blob/master/src/main/java/com/github/alexthe666/archipelago/block/BlockTropicalWater.java Where the textures are located: https://github.com/Alex-the-666/archipelago/tree/master/src/main/resources/assets/archipelago/textures/blocks Where the blockstates are: https://github.com/Alex-the-666/archipelago/tree/master/src/main/resources/assets/archipelago/blockstates
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[1.9]ClientTickEvent Executing exclusively on the server.
Yes! it works now!
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[1.9]ClientTickEvent Executing exclusively on the server.
You are totally correct. after checking my superclass(from an library my friend owns) I see this snippet. message.onServerReceived(FMLServerHandler.instance().getServer(), message, messageContext.getServerHandler().playerEntity, messageContext)); I'll just try to make a basic version by myself, then, and see if it works.
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[1.9]ClientTickEvent Executing exclusively on the server.
Hold on, it only appears to change after i send a packet to the client. how strange o.0
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[1.9]ClientTickEvent Executing exclusively on the server.
I need to use ClientTickEvent to check if my mod's keybinds trigger. his used to work on 1.8.9, but now it seems the method is triggered exclusevly on the server side. Example: @SubscribeEvent public void handleClientTick(ClientTickEvent event){ System.out.println(FMLCommonHandler.instance().getSide()); } Prints out: [14:48:20] [Client thread/INFO] [sTDOUT]: [com.github.alexthe666.iceandfire.event.EventKeys:handleClientTick:19]: SERVER
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[1.9]Liquid Surface Does not Render Underwater.
Screenshots of the same area.
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[1.9] [UNSOLVED] Entity Portal Travel
If you are still wondering here's an example I made. if(!event.getEntityLiving().worldObj.isRemote){ EntityPlayerMP player = (EntityPlayerMP) event.getEntityLiving(); if (player.timeUntilPortal > 0) { player.timeUntilPortal = 10; } else if (player.dimension != ModConfig.DIMENSION_ID) { player.timeUntilPortal = 10; player.mcServer.getPlayerList().transferPlayerToDimension(player, ModConfig.DIMENSION_ID, new TeleporterCustom(player.mcServer.worldServerForDimension(ModConfig.DIMENSION_ID))); } else if (player.dimension == ModConfig.DIMENSION_ID) { player.timeUntilPortal = 10; player.mcServer.getPlayerList().transferPlayerToDimension(player, 0, new TeleporterCustom(player.mcServer.worldServerForDimension(0))); } }
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[1.9]Liquid Surface Does not Render Underwater.
Hello. I have a block that mimics water in 1.9. It looks like this: Everything about it works just fine. However, normal water renders it's surface when under it. However, mine does not do that. Here is my code for the water block: Here is it's blockstate file: I already have my suspicions that this is cause by Forge Fluids not using BlockFluidRender.java, but I'm insure how to make the surface render using the blockstate format.
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[1.9]Spawn Eggs and Entities acting strange.
Should I bring this issue up to Lex?
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[1.9]Spawn Eggs and Entities acting strange.
https://github.com/Alex-the-666/Ice_and_Fire/blob/master/src/main/java/com/github/alexthe666/iceandfire/IceAndFire.java
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[1.9]Spawn Eggs and Entities acting strange.
I'm not quite sure where it was, as I've moved on and updated forge, restarted computer, etc. Now I'm having a different issue, so i didn't think it was relevant. Plus it no longer triggers.
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