Everything posted by Raycoms
-
Dynamically change inventories size of a chest.
Is there a way to change the inventory size of a chest dynamically like: @Override public int getSizeInventory() { return extraSize*9 + 27; } and then change extraSize during the runTime and liveTime of the tileEntity?
-
1.10 entities outside of player chunk extremely slow.
Our entities are in 1.10 on smp outside of the chunk the player is extremely slow because it seems they are receiving less update ticks. Is there something we can do?
-
Add text to f3 debug screen.
Minecraft.getMinecraft().gameSettings.showDebugInfo resolves it. Thanks for the help.
-
Add text to f3 debug screen.
I tried to find out when it is the debug screen. I tried the one under it but when I debugged it I noticed that there is no difference between debug and normal mode. Only the lists are full in debug, but if our users use additional mods checking that won't work. if(event.getType() == RenderGameOverlayEvent.ElementType.DEBUG) { event.getLeft().add("Colony in distance: "); }
-
Add text to f3 debug screen.
I know how to add events, but the event object of RenderGameOverlayEvent.Text doesn't give me a world object or anything useful to operate on. @SubscribeEvent public void onDebugOverlay(RenderGameOverlayEvent.Text event) { event.getLeft().add("Colony in distance: "); }
-
Add text to f3 debug screen.
Yeah i got to RenderGameOverlayEvent.Text. But where do I get an instance of this object to add my text to it? And do I have to add it to a particular class or may I add it to whatever class which gets called once per tick?
-
Add text to f3 debug screen.
How and where can I add text to the f3 debug screen? I want to add some additional world details regarding our mod to the f3 debug screen (Not static will change depending on the exact player position).
-
Correctly access nested sounds in sounds.json
and then it will choose a random one from them? That's even better.
-
Correctly access nested sounds in sounds.json
I thought the name attribute is only the file location and the "mob.babarian.hurt" is the identifier to register... Thanks then.
-
Correctly access nested sounds in sounds.json
I have various sounds in my sounds.json and accessing them works usually well, but some of the objects in the json file have various sounds like: "mob.barbarian.hurt": { "category": "hostile", "sounds": [ { "name": "minecolonies:mob/barbarian/hurt1", "stream": false }, { "name": "minecolonies:mob/barbarian/hurt2", "stream": false }, { "name": "minecolonies:mob/barbarian/hurt3", "stream": false }, { "name": "minecolonies:mob/barbarian/hurt4", "stream": false } ] }, How may I register these? sound1 = registerSound("mob.barbarian.hurt.1"); sound1 = registerSound("mob.barbarian.hurt[1]"); I tried various of these but they didn't work. How do access these nested ones?
-
1.10 unable to play custom sound.
I have some custom mod sound events. They are located in "assets - modId - sounds - mobs - fisherman - female. I register them like this: public class ModSoundEvents { public static SoundEvent callingItADay; /** * Register the {@link SoundEvent}s. */ public static void registerSounds() { callingItADay = registerSound("mob.fisherman.female.callingItADay"); } /** * Register a {@link SoundEvent}. * * @param soundName The SoundEvent's name without the testmod3 prefix * @return The SoundEvent */ private static SoundEvent registerSound(String soundName) { final ResourceLocation soundID = new ResourceLocation(Constants.MOD_ID, soundName); return GameRegistry.register(new SoundEvent(soundID).setRegistryName(soundID)); } } and have them in the sounds.json (in assets - modId) "mob.fisherman.callItAday": { "category": "neutral", "sounds": [ { "name": "minecolonies:mob/fisherman/female/callingItADay", "stream": false } ] }, I call the register methods in the commonProxy, and I am sure the method is being called. I try to play it like this: But it doesn't play, when I debugged it it seemed everything okay, nothing was really null. (And No I don't have the player object available) public static void playSoundAtCitizen(World worldIn, EntityCitizen citizen, SoundEvent event) { worldIn.playSound((EntityPlayer) null, citizen.getPosition(), event, SoundCategory.NEUTRAL, 0.2F, (float) ((rand.nextGaussian() * 0.7D + 1.0D) * 2.0D)); }
-
1.10 interaction event fired 4 times.
Hello, we previously used the @SubscribeEvent public void onPlayerInteract(@NotNull PlayerInteractEvent event) { } in order to analyze if a player should be able to place a block (in 1.8.9 and 1.7) but in 1.10 it seems like this event is fired 4 times each time the player right clicks with a block, is there a better event now?
-
Mod not loading in 1,10
Okay user downloaded the jar again and it works now! Can close this.
-
MinecraftServer.getServer() in 1.10
I have severall classes requiring MinecraftServer.getServer() like: MinecraftServer.getServer().getPlayerProfileCache().getProfileByUUID(id); This often also happens in an NBT and therefore I don't have a WorldObject to get the Server Object. Is there any other way in 1.10?
-
Mod not loading in 1,10
May there be any reason for the server version not recognizing our jar?
-
Mod not loading in 1,10
The user reporting this error states that is starts perfectly well in 1.10 ssp but throws this error in smp
-
Crash on world load 1.10
I may have to take a look there as well. But as far as their github is our method is the same as theirs is.
-
Crash on world load 1.10
How is that even remotely close to an answer to my question? - Depends on the interpretation: If you wanted to know if other mods are installed then: No But if you wanted to know if the original mod crashes there as well then I answered the question correctly.
-
Mod not loading in 1,10
They have this jar file: https://www.dropbox.com/sh/9cnqcjl0nan57cy/AABGziT_6Sq1nSUfP_XoLHpCa/branch/feature/%2357-Update-to-1.10.2/minecolonies-universal-1.10.2-0.4.786.jar?dl=0 Idk what is wrong with it?
-
Mod not loading in 1,10
It works in Intellij and it works in single player.
-
Mod not loading in 1,10
It isn't that just might be the whole problem =D
-
Mod not loading in 1,10
We have a user which manages a modpack and he is trying to load our mod in smp, in ssp everything loads fine in smp this happens on loading: [16:21:27] [server thread/WARN] [FML/]: Zip file minecolonies-universal-1.10.2-0.4.786.jar failed to read properly, it will be ignored java.util.zip.ZipException: error in opening zip file at java.util.zip.ZipFile.open(Native Method) ~[?:1.8.0_101] at java.util.zip.ZipFile.<init>(ZipFile.java:219) ~[?:1.8.0_101] at java.util.zip.ZipFile.<init>(ZipFile.java:149) ~[?:1.8.0_101] at java.util.jar.JarFile.<init>(JarFile.java:166) ~[?:1.8.0_101] at java.util.jar.JarFile.<init>(JarFile.java:130) ~[?:1.8.0_101] at net.minecraftforge.fml.common.discovery.JarDiscoverer.discover(JarDiscoverer.java:50) [JarDiscoverer.class:?] at net.minecraftforge.fml.common.discovery.ContainerType.findMods(ContainerType.java:49) [ContainerType.class:?] at net.minecraftforge.fml.common.discovery.ModCandidate.explore(ModCandidate.java:78) [ModCandidate.class:?] at net.minecraftforge.fml.common.discovery.ModDiscoverer.identifyMods(ModDiscoverer.java:141) [ModDiscoverer.class:?] at net.minecraftforge.fml.common.Loader.identifyMods(Loader.java:381) [Loader.class:?] at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:520) [Loader.class:?] at net.minecraftforge.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:97) [FMLServerHandler.class:?] at net.minecraftforge.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:328) [FMLCommonHandler.class:?] at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:121) [ld.class:?] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:431) [MinecraftServer.class:?] at java.lang.Thread.run(Thread.java:745) [?:1.8.0_101]
-
Crash on world load 1.10
Schematica isn't on 1.10 yet as far as I know.
-
Crash on world load 1.10
It's pretty much the first much the first thing happening in the code: public static final RenderSchematic INSTANCE = new RenderSchematic(Minecraft.getMinecraft()); What I forgot to mention is that the mod normally works great, just for some of our users it doesn.t
-
Crash on world load 1.10
We adapted it with the permission of the mod owner up to a certain level to fit our needs.
IPS spam blocked by CleanTalk.