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Everything posted by Jay Avery
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Ohh! I think ConfigValueEntry does what I want.
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Is there any way to provide user-friendly multiple choice options in a Forge config? Ideally I'd like the player to be able to choose from an enum for options. The best way I can think of using the Forge config GUI system is to just parse a string or int, but that means it will be incredibly easy for players to get the input wrong and the options not work. An example of the kind of thing I'd like is a config setting that's, say, a list of six named colours and the player just clicks on their choice to select it.
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Yes, but it doesn't even specify *what* discrete amount it is referring to! It could at least be 'depth quanta' or something. It's like naming it 'number' because it refers to an integer.
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That did it, thanks for the tip! Sigh, I wish the documentation for Forge was better... (why is it called quanta?!)
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How do I set the maximum flow distance of a custom fluid? I.e., in vanilla water spreads eight blocks and lava spreads four blocks. I've found how to set the viscosity but that only effects the speed of the flow, not the final distance.
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DOWNLOAD This is a small client-only mod which lets users change various settings, intended to improve the game's accessibility. I'm autistic and mainly got input from other autistic friends about what features would be helpful, but I am very open to suggestions for future additions! Currently there are five modules: Subtitles - individually define which sounds do or don't display a subtitle Sounds - individually define which sounds do or don't play out loud My sound and subtitles - the option to turn off sounds generated by your own player only Particles - individually define which particles are or aren't shown Nether portals - the option to turn off the visual effects of standing inside a nether portal All of the modules are optional and configurable - the default settings leave everything exactly as vanilla. This is my first released mod and I am very open to feedback or questions! DOWNLOAD Project on CurseForge: https://minecraft.curseforge.com/projects/accesstweaks Github: https://github.com/JayAvery/accesstweaks
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Why do you want to get the block of an itemstack - when do you need the information and what do you intend to use it for?
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Thanks for the responses everyone. Looks like it's just the size of the mod and there's not much I can do about it. Another question then: are the performance issues worse when developing than they will be for someone actually running the mod? Is compiling and running it with Eclipse more RAM-draining than running it with Forge once it's built?
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Sorry, forgot to put a github link! https://github.com/JayAvery/jjmod/tree/building (this is the most up-to-date branch). I have also allocated more RAM to Minecraft (2Gb) in the run configuration. Doing that did seem to slightly help the load time (I allocated more RAM because it just completely crashed with a memory error at one point, and that hasn't happened since), but my timings were measured since I changed that.
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I just timed how long it took to load and run my mod. It was seven minutes from clicking 'run' in eclipse to seeing the main Minecraft menu, another six minutes from loading a world until the HUD appeared, and about three-four minutes for it to load and render (with a 10 chunk radius) enough to move around. My computer has 4Gb of RAM, which I know is not much. But I'm worried that it's taking so long to load - could this be a sign of badly made or inefficient mod? (Perfectly possible since I'm a total amateur) Is there anything obvious that I can look for or try to improve that will help with performance and load times? Am I worrying too much? Edit: github link! https://github.com/JayAvery/jjmod/tree/building
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Create IBlockstate with the help of an ItemStack.
Jay Avery replied to Raycoms's topic in Modder Support
An ItemStack doesn't have a blockstate. Blocks have blockstates. -
[1.10.2] - [Solved] Textures not rendering
Jay Avery replied to BlazeAndAce's topic in Modder Support
The console error is coming from your ModBlocks: java.lang.NullPointerException at blazeAndAce.practiseMod.init.ModBlocks.registerRenderers(ModBlocks.java:37) -
[1.10.2] - [Solved] Textures not rendering
Jay Avery replied to BlazeAndAce's topic in Modder Support
You're still constructing a new ResourceLocation inside the ModelResourceLocation constructor - which you don't need to do (and didn't do in your old version). Everything should be the same as your old method, just replacing Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register with ModelLoader.setCustomModelResourceLocation - all the arguments inside the method can be identical. -
[1.10.2] - [Solved] Textures not rendering
Jay Avery replied to BlazeAndAce's topic in Modder Support
Compare this (what you put in the old version): (item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory")); with this (what you put in the new version): (item, 0, new ModelResourceLocation(new ResourceLocation(Reference.MOD_ID, item.getRegistryName().toString()), "inventory")) getRegistryName already adds your modid, so in the second version you are manually adding it again. -
[1.10.2] - [Solved] Textures not rendering
Jay Avery replied to BlazeAndAce's topic in Modder Support
Post your console log/errors. -
[SOLVED] [1.10.2] Rendering the inside of a block
Jay Avery replied to Tschipp's topic in Modder Support
I think shouldSideBeRendered only works with cube_all models. Otherwise there'd be no way for the code to know which faces of which shapes count as each 'side'. You can definitely use blockstates to adapt the model depending on the blocks around it, as an alternative. -
I'm making a small mod which enables the user to tweak various settings about sounds, particles, and subtitles. But the mod inexplicably results in the 'block breaking' texture disappearing, somehow? When breaking a block, it's overlayed with the purple/black squares texture instead of the usual block breaking texture. It's such a strange problem, I have no idea where to even begin. Could it somehow be affected by one of the sound- or particle-related events I'm using? Here is the mod on github: https://github.com/JayAvery/accesstweaks/tree/develop
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[1.10.2] {Solved} Preventing putting an item in itself
Jay Avery replied to EscapeMC's topic in Modder Support
No, while is for a loop to run repeatedly. You just need an if . You've got the actual comparison right, though. -
Where are you calling this code?
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[1.10.2] How to set a block to unbreakable [SOLVED]
Jay Avery replied to bongotezz's topic in Modder Support
Remember that if you do this, all of your new chest will be unbreakable - because blocks are singletons. If you want to make one single block unbreakable and not others of the same type, you'll probably have to use events. -
Yep, you just need to set the particle texture in your model file. In the textures section, add a line "particle": "[texture]", and replace [texture] with the path to the texture you want the particles to have.
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[1.10.2] {Solved!!!} Right-Click Item for Chest-like GUI
Jay Avery replied to EscapeMC's topic in Modder Support
Actually I think the problem is something to do with you passing your bag's inventory to the constructor twice, and not giving it the player inventory at all, and giving null as the player. https://github.com/EscapeMC/ThingsMod-1.10.2/blob/master/src/main/java/com/github/escapemc/thingsmod/container/ContainerTestBag.java#L17 -
[1.10.2] {Solved!!!} Right-Click Item for Chest-like GUI
Jay Avery replied to EscapeMC's topic in Modder Support
Your chest is causing a NullPointerException because you are constructing it with null as the tileEntity in your GuiHandler: https://github.com/EscapeMC/ThingsMod-1.10.2/blob/master/src/main/java/com/github/escapemc/thingsmod/handlers/GuiHandler.java#L29 I don't know the meaning of the other error, maybe someone else will be able to help. -
[1.10.2] {Solved!!!} Right-Click Item for Chest-like GUI
Jay Avery replied to EscapeMC's topic in Modder Support
Can you be more specific about what is going wrong? Does your GUI open? Do you get a console error or crash?