Jump to content

Recommended Posts

Posted

I'm trying to create a universal mod with armors. I define the armour inline as so;

		helmetAmethyst = (new WillowItemArmor(1048, 0, enumAmethystArmour, ModLoader.addArmor("Amethyst"), 0)).setItemName("amethystHelmet");

With the id, textureindex, enum, renderer and type. However, on the server side there is no need to use the ModLoader.addArmor method and it throws an invalid method error. How would I make it so that the armor is still registered in multiplayer, but it doesn't use the ModLoader.addArmor method?

Posted

try it like this (shows an example for all armor)

 

static EnumArmorMaterial TinArmor = EnumHelper.addArmorMaterial("TIN", 12, new int[] {2, 5, 4, 2}, 9);
    public static final Item helmetTin = (new texasjake95_TinArmor(helmetTinShiftedIndex-256, TinArmor, 6, 0)).setIconCoord(0, 1).setItemName("helmetTin");
    public static final Item plateTin = (new texasjake95_TinArmor(plateTinShiftedIndex-256, TinArmor, 6, 1)).setIconCoord (1, 1).setItemName("chestplateTin");
    public static final Item legsTin = (new texasjake95_TinArmor(legsTinShiftedIndex-256, TinArmor, 6, 2)).setIconCoord (1, 2).setItemName("leggingsTin");
    public static final Item bootsTin = (new texasjake95_TinArmor(bootsTinShiftedIndex-256, TinArmor, 6, 3)).setIconCoord(1, 3).setItemName("bootsTin");

 

the 6 needs to be different every time and could go as low as 5

Posted

Don't use hard coded numbers, if two mods use the same one bad things happen.

 

Instead have RenderingRegistry assign you a number by running the code through your proxy.

 

int renderAmethystArmour = proxy.addArmor("Amethyst")
helmetAmethyst = (new WillowItemArmor(1048, 0, enumAmethystArmour, renderAmethystArmour, 0)).setItemName("amethystHelmet");

 

Server Proxy

public int addArmor(String armor)
{
    return 0;  //server doesn't care what the number is
}

 

Client Proxy

@Override
public int addArmor(String armor)
{
    return RenderingRegistry.addNewArmourRendererPrefix(armor);
}

 

Edit: dumb moment, I forgot armor sets get the same render id (I had individual parts getting their own  ::) )

Posted

try it like this (shows an example for all armor)

 

static EnumArmorMaterial TinArmor = EnumHelper.addArmorMaterial("TIN", 12, new int[] {2, 5, 4, 2}, 9);
    public static final Item helmetTin = (new texasjake95_TinArmor(helmetTinShiftedIndex-256, TinArmor, 6, 0)).setIconCoord(0, 1).setItemName("helmetTin");
    public static final Item plateTin = (new texasjake95_TinArmor(plateTinShiftedIndex-256, TinArmor, 6, 1)).setIconCoord (1, 1).setItemName("chestplateTin");
    public static final Item legsTin = (new texasjake95_TinArmor(legsTinShiftedIndex-256, TinArmor, 6, 2)).setIconCoord (1, 2).setItemName("leggingsTin");
    public static final Item bootsTin = (new texasjake95_TinArmor(bootsTinShiftedIndex-256, TinArmor, 6, 3)).setIconCoord(1, 3).setItemName("bootsTin");

 

the 6 needs to be different every time and could go as low as 5

 

Even if you do just numbers it's a lot more difficult as you also have to define the renderer whereas addArmor defines the renderer and assigns it.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • the modpack keep crashing idk why,cause it never said anything about any mods causing it. crash log:https://drive.google.com/file/d/1iYKlUgvHUob8DjyRc3gqP_Viv_kSHO6L/view?usp=sharing mod list:https://drive.google.com/file/d/1MvMT-z9Jg2BITQ4uLshJ1uOh7q9EMBfC/view?usp=sharing but the server(anternos) works just fine
    • Hello, I am trying to make 2 recipes for a ruby. The first one is turning a block into a ruby and the other one is 9 nuggets into a ruby. But I keep on getting a error java.lang.IllegalStateException: Duplicate recipe rubymod:ruby   Any help would be great on how to fix it
    • Hello everyone, i'm new with programing Mods, and will need a lot of your help if possible,  Im trying to make a new GUI interface responsible to control the Droprate of game, it will control de loot drop and loot table for mobs and even blocks, but i try to make a simple Gui Screen, and wenever i try to use it, the game crash's with the error message in the subject, here is the code im using to:  IDE: IntelliJ Comunity - latest version Forge: 47.3.0 Minecraft version: 1.20.1 mapping_channel: parchment mapping_version=2023.09.03-1.20.1 Crash report link: https://pastebin.com/6dV8k1Fw   Code im using is:    package createchronical.droprateconfig; import com.mojang.blaze3d.systems.RenderSystem; import net.minecraft.client.gui.GuiGraphics; import net.minecraft.client.gui.components.Button; import net.minecraft.client.gui.screens.Screen; import net.minecraft.network.chat.Component; import net.minecraft.resources.ResourceLocation; import java.util.HashMap; import java.util.Map; public class ConfigScreen extends Screen { private static final ResourceLocation BACKGROUND_TEXTURE = new ResourceLocation("droprateconfig", "textures/gui/config_background.png"); // Mapa de mobs e itens com seus respectivos drop rates private final Map<String, Integer> dropRates = new HashMap<>(); public ConfigScreen() { super(Component.literal("Configurações de Drop Rate")); // Inicializa com valores de drop rate padrão dropRates.put("Zombie", 10); // Exemplo de mob dropRates.put("Creeper", 5); // Exemplo de mob dropRates.put("Iron Ore", 50); // Exemplo de item dropRates.put("Diamond", 2); // Exemplo de item } @Override protected void init() { // Cria um botão para cada mob/item e adiciona na tela int yOffset = this.height / 2 - 100; // Posicionamento inicial for (Map.Entry<String, Integer> entry : dropRates.entrySet()) { String itemName = entry.getKey(); int dropRate = entry.getValue(); // Cria um botão para cada mob/item this.addRenderableWidget(Button.builder( Component.literal(itemName + ": " + dropRate + "%"), button -> onDropRateButtonPressed(itemName) ).bounds(this.width / 2 - 100, yOffset, 200, 20).build()); yOffset += 25; // Incrementa a posição Y para o próximo botão } // Adiciona o botão de "Salvar Configurações" this.addRenderableWidget(Button.builder(Component.literal("Salvar Configurações"), button -> onSavePressed()) .bounds(this.width / 2 - 100, yOffset, 200, 20) .build()); } private void onDropRateButtonPressed(String itemName) { // Lógica para alterar o drop rate do item/mob selecionado // Aqui, vamos apenas incrementar o valor como exemplo int currentRate = dropRates.get(itemName); dropRates.put(itemName, currentRate + 5); // Aumenta o drop rate em 5% } private void onSavePressed() { // Lógica para salvar as configurações (temporariamente apenas na memória) // Vamos apenas imprimir para verificar dropRates.forEach((item, rate) -> { System.out.println("Item: " + item + " | Novo Drop Rate: " + rate + "%"); }); // Fecha a tela após salvar Screen pGuiScreen = null; assert this.minecraft != null; this.minecraft.setScreen(pGuiScreen); } @Override public void render(GuiGraphics guiGraphics, int mouseX, int mouseY, float partialTicks) { this.renderBackground(guiGraphics); guiGraphics.blit(BACKGROUND_TEXTURE, this.width / 2 - 128, this.height / 2 - 128, 0, 0, 256, 256, 256, 256); super.render(guiGraphics, mouseX, mouseY, partialTicks); } }  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.