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admiralmattbar

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About admiralmattbar

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  1. Hello, I have been adding some throwable entities based on the snowballs (using EntityThrowable and RenderSnowball). I can make both entities appear after right-clicking while holding a specific item but only one of them renders a texture. Here is where I call the renders: @SideOnly(Side.CLIENT) public class RenderHandler { public static void registerEntityRenders() { RenderingRegistry.registerEntityRenderingHandler(EntityModFireball.class, new IRenderFactory<EntityModFireball>() { @Override public Render<? s
  2. I solved the problem. I just removed the src folder from the mod, downloaded a new forge mdk, dragged the src back in and redid the gradle commands. This worked for some reason.
  3. Yeah, I don't run a ton of mods and I'm mostly making this for myself and some friends. If I upload this to curse or something I'll have to fix that. The path for my recipes is assets.bf.recipes
  4. Hello All, While I have recipes working in two other 1.12 mods, for some reason I can't get them to work in this mod. I'm probably missing something obvious but I've been looking over it and comparing for a week now and gotten nowhere. Here's a recipe JSON file for one of my items. To avoid error I usually copy from vanilla and change things around: { "type": "minecraft:crafting_shaped", "pattern": [ "PPP", "PPP", "PPP" ], "key": { "P": { "item": "bf:brian_poo" } }, "result": { "item": "bf:brian_block_poo" } }
  5. This code worked. I'll probably bring back the switch statement next. package org.gsa.basemod.World; import net.minecraft.block.Block; import net.minecraft.block.state.IBlockState; import net.minecraft.block.state.pattern.BlockMatcher; import net.minecraft.init.Blocks; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkGenerator; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.feature.WorldGenMinable; import net.minecraftforge.fml.common.IWorldGenerator; import org.gsa.basemod.init.Mod
  6. Hello All, I've been having trouble generating ore in the Nether. My ore generates fine in Overworld, but it never shows up below. Here is my WorldGenOre class: package org.gsa.basemod.World; import net.minecraft.block.state.IBlockState; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkGenerator; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.feature.WorldGenMinable; import net.minecraftforge.fml.common.IWorldGenerator; import org.gsa.basemod.init.ModBlocks; import java.uti
  7. Hi JimilT92! I've been working on the same thing, learning from the snowball and ender pearl to make a grenade. If you don't mind saying, how did you get the texture to render? I have prettymuch the same code as you but I'm still seeing nothing and I think it might be in not connecting the texture file. Thanks.
  8. Hi Choonster, Thanks for taking a look. The EntityBrianade package org.educraft.brianface.entityclasses; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.projectile.EntityThrowable; import net.minecraft.util.EnumParticleTypes; import net.minecraft.util.datafix.DataFixer; import net.minecraft.util.math.RayTraceResult; import net.minecraft.world.World; import net.minecraftforge.fml.relauncher.*; public class EntityBrianade extends EntityThrowable { private EntityLivingBase throwerIn; private int throwerId; public Entity
  9. Thanks for the reply. My problem is that when I spawned it on the server only the entity stopped rendering. Getting entities to render has been my white whale with 1.11 and for some reason I have trouble wrapping my head around the server client stuff. For some reason the logic of client being visual and server being logical still doesn't get me to predict what would be on what's side all the time. Here's my onItemRightClick() method from the Item class that spawns the grenade. I set it to spawn in server only but now it no longer renders. public ActionResult<ItemSta
  10. Oh wow! Okay, I see the problem. I was only spawning the entity in the Item class if the world was remote, I removed the condition so the entity spawns on both sides (something I was afraid would create ghost entities) but now it gets the grenade flying and it called the explosion on the server side. Thanks for your help! Here's the code for the item that works. public class ItemBrianade extends Item { public ItemBrianade() { this.maxStackSize = 16; this.setCreativeTab(CreativeTabs.MISC); } public ActionResult<ItemStack> onItemRightC
  11. Thanks for the reply. Sorry if I'm missing something obvious. I put the breakpoint on the onImpact method in the grenade class and the debug screen said world.isRemote was returning true. It seems like that is keeping the explosion code from happening. I thought Minecraft ran both simultaneously so it would get called on the server side but the IntelliJ debugger just shows the server thread running EntityLiving.updateEnttiyActionState() and nothing else in the process of the grenade entity hitting something. Here's the server thread java.lang.Thread.State: RUNNABLE
  12. Thanks for the reply. When I switched the sides the grenade falls but does not explode. I set it to this one because that was the only way I got it to get it to explode instead of just fall into the ground and disappear. Is there something I have to do to trigger the explosion on client but cause the explosion in server? if (!this.world.isRemote) { world.createExplosion(result.entityHit, result.hitVec.xCoord, result.hitVec.yCoord, result.hitVec.zCoord, 10f, true); } this.setDead();
  13. Hi All! I took some time off from the grenade thingy to get better at Java, go over some Minecraft classes, and study up on raytracing. That is to say, it became clear to me that I was in over my head so I decided to get better. Having done that I am having a problem with my explosions my grenades make. The blocks they blow up disappear, but then the player cannot move through them. I guess the blocks are being blown up on the client but the server still thinks something should be there. I looked at the TNT entity code to figure out what to do with explosions but it didn't seem like it had to
  14. Thanks for the replies! Okay, this is exactly what I was looking for. It makes sense why they do different names.
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