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About SapphireSky

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    Tree Puncher


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  1. To answer my own question, this was it... I had to specifically re-import as a Gradle project instead of running ./gradlew eclipse and importing as a Java project. But it seems to work now, so thank you. I probably wouldn't have guessed to re-import it.
  2. No, but I imported the project to set up the mod basics before attempting to add Baubles integration. Is refreshing dependencies and refreshing Eclipse's workspace not enough? Do I have to delete and re-import the project?
  3. I did everything I listed above, and I know it doesn't install any mods, but shouldn't adding the repositories/dependencies bit give me access to the API from my project? 'Cause unless I'm missing something else less obvious, I'm not getting any access to it from anywhere.
  4. I cannot for the life of me figure out how to do this. I'm trying to make a mod that uses Baubles (specifically Baubles Reborn since Baubles hasn't been updated since 1.12). Its official "how to" tells you to put these: repositories { maven { url 'https://jitpack.io' } } dependencies { compile 'com.github.lazyMods:Baubles:1.8.7-1.16.5:api' } in the build.gradle file... but ends there with no other instructions. I've tried looking at other (old) posts about and implementations of Baubles, and the only other things I can find to is adding this: [[dependencies.zero]]
  5. I'm trying to make a custom model for a piece of armour, but am having trouble. The code that Blockbench exports either uses old mappings, the unofficial (or unofficial?) mappings (my project is using whatever is default), or both. I can't tell. . I tried updating the exported code to what I assume is the proper equivalent in my case, but ModelRenderer::setRotationPoint(x,y,z) doesn't seem to have any alternative. The closest thing I can see that affects rotations at all is ModelRenderer::translateAndRotate(matrixstack), but I can't figure out how to use that, much less if
  6. I'm trying to render overlay textures to replace the player HUD, but for some reason the transparency is being displayed as opaque. I didn't have to do anything special to make it work in 1.12.2, but did that change? I can't find anything in IngameGui around where it renders the hotbar to affect transparency, so I don't understand why it's not working. This is what it's supposed to look like (with transparency) vs what it looks like in game (without transparency).
  7. Then why do all tutorials on capabilities I've seen have it done in the PlayerEvent.Clone event? PlayerEvent.Clone is also how the Forge documentation says to do it... Is that something that recently changed?
  8. I'm trying to save the player's death location to a capability so a custom compass will point there. Everything seems to work fine, and according to all my console print-outs the capability is being properly synced, but for some reason both the item's tooltip and compass point graphic will only point to the capability's default value of 0,0,0 (BlockPos.ORIGIN, just so it's never null). I don't understand why this isn't working. Capability/death events:
  9. This is what it looks like right now (top-right corner of image). It only faces north, but I want to rotate the radar so instead of facing north all the time it faces the direction the player is looking. For example, the player is facing west in the image and as you can see from the radar, the mobs on the screen don't like up. The second image below is what it should look like if the player is facing this direction, and it should rotate the same way no matter which direction the player is looking.
  10. I made a sonar-like entity radar that works fine, but it only faces north. That wouldn't be a problem if I was making a minimap, but for a radar telling the player which direction they're facing isn't good enough to let the player where exactly these entities are. I assume rotating it has something to do with comparing the player's look vector against the entity position, but that's an area I've just never been able to understand the math for. The best way I know how would be to check for each of the player's EnumFacing values and subtract or add my i and j variables acco
  11. But how do I figure out WHAT is creating that many entities? It's just a random assortment of all kinds of mobs, testing on a basic superflat world. I've only added a GUI and capabilities so far, not anything would affect or create mob spawns. It's not like there's a getWhyThisEntityWasCreated() method... And it's not like LivingSpawnEvent or EntityConstructing offer any source of creation either.
  12. I have two capabilities. One gives the player a number of different stats. The other allows living entities to store a list of all players that attacked it. The player one works perfectly fine. However, the attack list one is continuously causing never-ending console spam saying it's attaching a new capability. It prints the "Attaching capability" printout literally over a thousand times a second (one timestamp fills the entire Eclipse console). Why is it doing this and how can I make it stop? Attach event: @SubscribeEvent public void atta
  13. Ah okay, that makes a lot more sense now. Thanks.
  14. That's how I've always gotten it to work before... And I have it working that way in 1.14. Isn't Minecraft.getMinecraft().player literally "getting it from the game"? How else am I supposed to get the client player then?
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