October 3, 201510 yr You're calling a method ( RenderingRegistry.addNewArmourRendererPrefix ) that references a client-only class ( RenderBiped ) on the server. All rendering-related stuff should only be registered from your client proxy, that way it's only called on the client. In your base proxy type, create a method called something like init or registerRenderers (the name doesn't really matter) and then override it in your client proxy to call RenderingRegistry.addNewArmourRendererPrefix and any other client-only stuff that should be called in the same phase. Call this method on your proxy instance from your FMLInitializationEvent method (i.e. MainRegistry.load ). Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
October 3, 201510 yr Author Thanks man, this worked! Actually, all I did was remove the renderingregistry method and the server works like a charm now! (Of course, I included those registerRenderer methods in the proxies but idk what they do, if you could tell me I'd really appreciate it. Thanks anyway!
October 3, 201510 yr Thanks man, this worked! Actually, all I did was remove the renderingregistry method and the server works like a charm now! (Of course, I included those registerRenderer methods in the proxies but idk what they do, if you could tell me I'd really appreciate it. Thanks anyway! RenderingRegistry.addNewArmourRendererPrefix is an alternative to overriding Item#getArmorTexture . You can call it with the prefix of your textures and pass the returned int to the ItemArmor constructor so it's assigned to the ItemArmor#renderIndex field, the prefix will then be used for your item's armour texture. Look at RenderBiped.getArmorResource to see how it's used. I didn't know about this beforehand, I just used my IDE to look at the source of RenderingRegistry.addNewArmourRendererPrefix and find usages of the array it populates. You're better off overriding Item#getArmorTexture instead of using RenderingRegistry.addNewArmourRendererPrefix , since the former allows you to specify the resource domain of your textures instead of requiring them to be in the minecraft domain. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
October 3, 201510 yr Author Hmm alright. Thanks for the info! Really helpful since I'm also trying to learn Java.
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