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It wasnt mappings issue, I was reading fabric and not forge. Fabric has PlayerEntity while forge has Player. Through a mixin I was able to change the player's velocity so that there is a sort of slow-motion type movement. Only issue is that jumping seems to be handled separately. Changing that velocity only makes the jump lower, not slower. Unsure how to increase the duration in which a jump happens. @Mixin(LivingEntity.class) public abstract class ExampleMixin extends Entity { public ExampleMixin(EntityType<?> type, World world) { super(type, world); } @Inject(method = "tickMovement", at = @At("HEAD")) private void onTickMovement(CallbackInfo ci) { // Access the player entity LivingEntity entity = (LivingEntity)(Object)this; // Modify player's acceleration by applying a force in the opposite direction double slowdownFactor = 0.75; // Adjust as needed entity.setVelocity(entity.getVelocity().multiply(1, slowdownFactor, 1)); } }
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By Fablepandaroux · Posted
Hi so i made a modded survival, and when i go to the page 13 of my JEI, my game instant crash and give this error "The game crashed whilst rendering item Error", I don't know what to do i give you the crash report : https://pastebin.com/EhzYdEZg -
By Paint_Ninja · Posted
You need to run build at least once before running the game for the first time in a dev environment. Make sure stuff's working *before* you start making changes to the mdk template -
By Daniel Grapes · Posted
Greetings, people of the forge forums: I come to you in a time of need. While creating my silly block entity that is (in theory) supposed to point to a position within world space I've started to question how to actually implement it. How would I get a tile entity element (or bone) to change its pitch/yaw/roll? While I do have prior experience with programming, I have no actual experience with the forge API except the things listed in its docs. Please correct me if I am in any way wrong. -
Making my own screen by extending from net.minecraft.client.gui.screens.Screen and override render method. I am trying to make green square only to be visible when intersecting with red square. This is what I got so far: @Override public void render(PoseStack poseStack, int mx, int my, float partialTick) { RenderSystem.enableDepthTest(); // Red square GuiComponent.fill(pPoseStack, 32, 32, 64, 64, 0xFFFF0000); RenderSystem.depthFunc(GlConst.GL_LEQUAL); // Green square GuiComponent.fill(pPoseStack, mx-16, my-16, mx+16, my+16, 0xFF00FF00); } Thank you in advance.
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