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Everything posted by WOLFI3654
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[1.12.2] Using Registries crashes in ClientLauncher
WOLFI3654 replied to WOLFI3654's topic in Modder Support
I don't know how to pull that off sry -
[1.12.2] Using Registries crashes in ClientLauncher
WOLFI3654 replied to WOLFI3654's topic in Modder Support
I figured out by myself what went wrong. I was importing the wrong Arrays for Arrays.asList. Without NBT it's working fine -
[1.12.2] Using Registries crashes in ClientLauncher
WOLFI3654 replied to WOLFI3654's topic in Modder Support
I tried, but I wasn't able to figure out how to add own with a enchanted item as Output. And I got the same problem with the enchantment -
Hey There, I am currently working on a mod for the 1.12.2 I am using Forge 1.12.2 - 14.23.1.2555 But I came across a problem. I want to Register a shaped crafting and an enchantment with registries. Here is my class: In eclipse everything is working fine, but when I export and try it in my Client I get The game crashed whilst initializing game Error: java.lang.NoClassDefFoundError: scala/actors/threadpool/Arrays Log: I don't know how to fix this error. I've already looked around and tried to use the implementations as other 1.12 mods on GitHub. Nothing worked for me...
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Actually I know the Framez mod. I had a look into it but I was not sure how it's mechanics got produced. *This Archimedes Ships Plus mod is using a very interesting api... Your Response was very helpful
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Why do you even answer to my question if you are unable to tell me the Name of the mod or how this should work
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I already mentioned that I'm going to build an Entity for it. My question is now how to make an Entity which can be stepped on.
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Hey, I'm trying to create some kind of an ship Entity which allowes you to stand on it while driving. I got to the Point where I need to find somehow a way I can stand on the blocks while moving them without clipping through. They should act like normal blocks, but moving between the normal block grid. Is there any way to create such an Illusion?
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Can you please answer my question or give me a little hint? I've tried using the BlockModelRenderer but still failing.
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[1.8.9] Override Model for Custom TileEntity
WOLFI3654 replied to WOLFI3654's topic in Modder Support
Okay thank you. I'll try to convert my hardcoded model to a json model file. One last question. Does the model have any effects on my rendering? Is it just for the hitbox of my block? -
[1.8.9] Override Model for Custom TileEntity
WOLFI3654 replied to WOLFI3654's topic in Modder Support
Would this keep my old texture file intact? -
Hello there. At the Moment I'm working on updating a mod from 1.7 to 1.8, but I got a Problem with one of my custom TileEntities. I'm facing the Problem that Minecraft 1.7 wasn't using model files. Now I got a ModelRenderer Class for my Block which I don't know how to register to avoid using a model.json file. Is it even possible in 1.8 to use an ModelRenderer as in 1.7? I'm thankful for any response.
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I'm using the WorldEditAPI to load a schematic and it only serves me with raw types. You're right. There is a List with several BakedQuads. And they have a method which gives you the vertex data. How should I implement These? and where should I read the list? Current code:
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A look at the Advancement Manager may solve your question
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Are both mods compatible with your current forge Version?
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Okay... First I get the Blockstate I Need with myBlock = Block.getBlockById(ID) and state = myBlock.getStateFromMeta(META) after that I can get the Model with blockModelShapes.getModelForState(state) But what is the next step? How can I bind a texture for my rendering? there is no method which Looks like it could give me a ResourceLocation
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I think it would be hopeful to know which mod you are using
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Hmm. I've already tried this. But it's not working. And I can't get how to get the texture out of it. I'm sorry
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Not exactly what I need. I want to have a Block rendering a structure into my world. But for this I Need somehow a way to get a ResourceLocation from a Block and its data
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Minecraft got to low RAM. You can Change the amount of RAM by looking into the Profile Editor. If you are using the Standart Minecraft Launcher there should be a line called Java Arguments in the Profile Editor. Just activate the line and Change the 1G to XG. X is defining the amount of RAM you would like to add. I suggest to put it only to 2G and increase the amount if needed. If you are using an alternative launcher like the FTB launcher or the technic launcher there should be a slider for your RAM in the Options!
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Hey, I'm working on a mod wich should render a vanilla minecraft block. I'm trying to use an TESR but I don't know how I can get the block texture I have to bind to. I'm glad for any response
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[1.8] Packet was converted to the wrong Packet
WOLFI3654 replied to WOLFI3654's topic in Modder Support
The exception is thrown because it trying to read a PacketSyncData out of a ModelTogglePacket. ModelTogglePacket implements IMessage as it should. Here is the code where the Packet gets send: protected void actionPerformed(GuiButton button) { if (button.enabled) { System.out.println(Cosmetics.values()[button.id]+ " toggled"); RetroProjectContainer.snWrapper.sendToServer(new PacketModelToggle(Minecraft.getMinecraft().thePlayer.getName(), button.id)); } } And here is the code for the ServerSide MessageHandler @Override public IMessage onMessage(PacketModelToggle message, MessageContext ctx) { PacketModelToggleServerHandler.toggle(message.getCosmeticIndex(), message.getPlayer()); RetroProjectContainer.snWrapper.sendToAll(message); return null; } It's strange... -
[1.8] Packet was converted to the wrong Packet
WOLFI3654 replied to WOLFI3654's topic in Modder Support
The PacketSyncData class should not be called! I'm sending the ModelTogglePacket so why was it converted to a PacketSyncData ? -
Hey, I've got a Problem with handling packets. I try to send a packet wich contains some Information to the server whos going to send it to all Players. Like a broadcast packet. It's working fine in eclipse but when I compile the mod and put it in my mods Folder it's not working anymore. It seems that the packet was sent to the wrong PacketHandler. Here is the code of the packet Registration: The method is called throug a common Proxy. Here is my exception: As you can see, it was converted to the wrong Packet. I don't know what went wrong. Maby because I've registered it twice? Please don't kill me for my grammer :3