Everything posted by WildHeart
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[1.11.2] Allow connect to full server
full server = 100/100 players
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[1.11.2] Allow connect to full server
I need to to player could go on full server
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[1.11.2] Allow connect to full server
Hi, how to allow connect player to full server, without: asm and iClassTransformer? If it is impossible without them, then how to do it using asm/iClassTransformer?
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[1.12] Custom item in all tabs
Thanks, it is working.
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[1.12] Custom item in all tabs
This is Kotlin.
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[1.12] Custom item in all tabs
Hello, i created a custom tab and custom items and when i open CreativeInventory, i see a my items in all tabs. How to fix it? Code Item: class ItemMoney: Item { init { this.setRegistryName("money"); this.setUnlocalizedName("money"); this.setCreativeTab(Crank.tab); this.setHasSubtypes(true); } override fun getSubItems(tab: CreativeTabs, subItems: NonNullList<ItemStack>) { MoneyType.values().mapTo(subItems) { ItemStack(this, 1, it.meta) } } override fun getUnlocalizedName(stack: ItemStack?): String { return super.getUnlocalizedName() + "." + MoneyType.byMetadata(stack!!.metadata).getName() } } Code Tab: class CustomTab: CreativeTabs("customtab") { override fun getTabIconItem(): ItemStack { return ItemStack(Items.APPLE) } }
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[1.12] How to change biome temperature?
Falls performance, so clear?
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[1.12] How to change biome temperature?
Reflection is very slow, better AccessTransformer's
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[1.12] How to change biome temperature?
Vanilla.
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[1.12] How to change biome temperature?
Hello, i want to change biome temperature, how to make? I found BiomeProperties, but the Biome is not a field/method to get BiomeProperties. (for vanilla biome)
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[1.12] How to save a specific item.
Solved!
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[1.12] How to save a specific item.
Ups, my fail. Corrected. @SubscribeEvent public void onClone(PlayerEvent.Clone e) { if (e.wasDeath) { InventoryPlayer orig = e.original.inventory; for (int i = 0; i < orig.getSizeInventory(); ++i) { if (orig.getStackInSlot(i).getItem() instanceof CustomArmor || orig.getStackInSlot(i).getItem() instanceof CustomWeapon) { e.entityPlayer.inventory.setInventorySlotContents(i, orig.getStackInSlot(i)); } } } }
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[1.12] How to save a specific item.
@SubscribeEvent public void onClone(PlayerEvent.Clone e) { if (e.wasDeath) { InventoryPlayer inv = e.entityPlayer.inventory; for (int i = 0; i < inv.getSizeInventory(); ++i) { if (inv.getStackInSlot(i).getItem() instanceof CustomArmor || inv.getStackInSlot(i).getItem() instanceof CustomWeapon) { inv.setInventorySlotContents(i, e.original.inventory.getStackInSlot(i)); } } } } ?
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[1.12] How to save a specific item.
So, if (st.getItem() instanceof MyItem) { e.entityPlayer.inventory.copyInv(e.original.inventory); }
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[1.12] How to save a specific item.
Yes, but this copy inventory, not a specific item.
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[1.12] How to save a specific item.
So, isEmpty corrects this, but items is not saving:/
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[1.12] How to save a specific item.
Amended
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[1.12] How to save a specific item.
Hello, i use event PlayerEvent.Clone for saving items with death, but if i use that code, my mc has been crashed. @SubscribeEvent public void onClone(PlayerEvent.Clone e) { if (e.wasDeath) { ItemStack backStack = null; for (ItemStack stack : e.original.inventory.mainInventory) { if (stack != null && (stack.getItem() instanceof ModGun || stack.getItem() instanceof ModTool)) { backStack = stack; } } if (backStack != null) { e.entityPlayer.inventory.addItemStackToInventory(backStack); } } } What's the problem?
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[1.12] Safely spawn entity with gui
Hello, i have npc and gui for him and message for spawn second npc(support), but i dont know how to do it more safely, so couldn't the players themselves send from the client package and not to spawn the entity. How to check that the person who spawned, it's my nature and not the player? I think it would be safer.
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[1.12]How to use the forge obj loader?
It's work, thanks.
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[1.12]How to use the forge obj loader?
On older versions it was possible to load the model via AdvancedLoader(or something like this), but now everything has changed and the download goes through json, besides the added materials. How to upload your model using the "new" bootloader?
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[1.10] Access transformers
So, i updated my mini mod to 1.8.9, and the problem remained.
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[1.10] Access transformers
What is the minimum version supported on this forum?
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[1.10] Access transformers
Oh, 1.7.10, sorry, in title i set the 1.10.
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[1.10] Access transformers
Hello, i have a private constructor in SoundEventAccessor and i want to set that constructor to public. I use a access transformer for this, but it not work. Constructor: SoundEventAccessor(SoundPoolEntry p_i45123_1_, int p_i45123_2_) { this.field_148739_a = p_i45123_1_; this.field_148738_b = p_i45123_2_; } In *NAME*_at.cfg: public net.minecraft.client.audio.SoundEventAccessor <init>(Lnet/minecraft/client/audio/SoundPoolEntry;I)V Spent the following command: "gradlew clean setupDecompWorkspace --refresh-dependencies" and in build.gradlew attribute for manifest has been setted.
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