Jump to content

Texture problem [1.12.2]


Crystalknight

Recommended Posts

15 minutes ago, superminerJG said:

//What I do: I call the interface Modelable instead of IHasModel.

This doesn't matter. IHasModel is STILL IHasModel regardless of what you call it. You are usingIHasModel still.

 

15 minutes ago, superminerJG said:

//What he's suggesting (because all items have registerItemRenderer)

Nope, I am suggesting this instead:

        ForgeRegistries.ITEMS.getValuesCollection().stream().filter(i -> i.getRegistryName().getResourceDomain().equals(VSBRegistryNames.MODID)).forEach(i -> ModelLoader.setCustomModelResourceLocation(i, 0, new ModelResourceLocation(i.getRegistryName(), "inventory")));

No proxy, no for loop, just an elegant one-line solution. If you need custom case models then an interface is acceptable and the code is modified slightly to something like that

i -> i instanceof ISpecialModel ? ((ISpecialModel)i).registerModel() : ModelLoader.setCustomModelResourceLocation(...)

 

20 minutes ago, superminerJG said:

//Making an item in ModItems

No, dont ever do that. Don't ever use static initializers for registry entries. All registry entries must be instantinated in the appropriate registry event, otherwise your mod WILL break.

Link to comment
Share on other sites

9 hours ago, superminerJG said:

//what forge lets you do: look at how long that is... public static final Item SECOND_ITEM = new Item().setUnlocalizedName("second_item").setRegistryName("second_item").setCreativeTab(CreativeTabs.MATERIALS);

“Forge” doesn’t make you do that, you’re making yourself do that. That is the most basic way to do stuff. There are other ways like doing it in the constructor (don’t do this) or making a helper method.

 

See these 2 gists

IHasModel replacement (automated model registration): https://gist.github.com/Cadiboo/3f5cdb785affc069af2fa5fdf2d70358

Correct object registration & instantiation: https://gist.github.com/Cadiboo/b825d62fb46538e7b7b262c5612d62aa

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Link to comment
Share on other sites

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Faced with this problem, I want to put the build on the server, but it as I realized a lot of client mods, most of them I removed, but still have a lot of errors. Help please, I sit a whole day to solve the problem, perhaps there are some other problems, crash log attached  https://pastebin.com/vh0647bG
    • Im trying to transfer mod from modpack to my server,i deleted some mod that only work in client,but i can't find zume. https://pastebin.com/CsnrMvup
    • What structures are you trying to make your custom item generate in?
    • Ok, I removed the littletiles mod and the server was opened, my problem was solved, thank you very much again.
    • The code is written by a neural network, but no matter how much I try to do damage or fire effect, either everything stops working, or the particles stop pointing at creatures. package net.tndax.thaumcraft.item.custom; import net.minecraft.core.Holder; import net.minecraft.core.particles.ParticleTypes; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.InteractionResultHolder; import net.minecraft.world.entity.Entity; import net.minecraft.world.entity.LivingEntity; import net.minecraft.world.entity.player.Player; import net.minecraft.world.item.Item; import net.minecraft.world.item.ItemStack; import net.minecraft.world.level.Level; import net.minecraft.world.damagesource.DamageSource; import java.util.List; import net.minecraft.world.damagesource.DamageType; public class ProtectiveItem extends Item { public ProtectiveItem(Properties pProperties) { super(pProperties); } @Override public InteractionResultHolder<ItemStack> use(Level level, Player player, InteractionHand hand) { if (level.isClientSide()) { new Thread(() -> { double radius = 2.0; // Радиус вращения double heightOffset = 1.5; // Высота вращения частиц относительно игрока int duration = 20000; // Продолжительность эффекта в миллисекундах int steps = 200; // Количество шагов в одном круге (увеличено для большей плотности частиц) long startTime = System.currentTimeMillis(); while (System.currentTimeMillis() - startTime < duration) { for (int step = 0; step < steps; step++) { try { Thread.sleep(5); // Время между шагами уменьшено для увеличения скорости } catch (InterruptedException e) { e.printStackTrace(); } double angle = 2 * Math.PI * step / steps; for (int i = 0; i < 5; i++) { // Добавляем несколько частиц с небольшими смещениями double offset = i * 0.1; double randomFactorX = Math.sin(Math.toRadians(step * 7 % 360 + offset)); double randomFactorY = Math.sin(Math.toRadians(step * 13 % 360 + offset)); double randomFactorZ = Math.sin(Math.toRadians(step * 17 % 360 + offset)); double x = player.getX() + radius * Math.cos(angle) * randomFactorX; double y = player.getY() + heightOffset + radius * Math.sin(angle) * randomFactorY; double z = player.getZ() + radius * Math.sin(angle) * randomFactorZ; level.addParticle(ParticleTypes.FLAME, x, y, z, 0, 0, 0); } // Проверяем наличие сущностей в радиусе 5 блоков List<Entity> nearbyEntities = level.getEntities(player, player.getBoundingBox().inflate(10), entity -> entity instanceof LivingEntity && entity != player); if (!nearbyEntities.isEmpty()) { Entity target = nearbyEntities.get(0); // Берём первую ближайшую сущность double targetX = target.getX(); double targetY = target.getY() + target.getEyeHeight(); double targetZ = target.getZ(); // Направляем частицы к цели for (int i = 0; i < 20; i++) { double t = i / 20.0; double particleX = player.getX() + t * (targetX - player.getX()); double particleY = player.getY() + heightOffset + t * (targetY - (player.getY() + heightOffset)); double particleZ = player.getZ() + t * (targetZ - player.getZ()); level.addParticle(ParticleTypes.FLAME, particleX, particleY, particleZ, 0, 0, 0); try { Thread.sleep(5); // Пауза между частицами } catch (InterruptedException e) { e.printStackTrace(); } } // Возвращаем частицы обратно к игроку for (int i = 0; i < 20; i++) { double t = i / 20.0; double particleX = targetX + t * (player.getX() - targetX); double particleY = targetY + t * (player.getY() + heightOffset - targetY); double particleZ = targetZ + t * (player.getZ() - targetZ); level.addParticle(ParticleTypes.FLAME, particleX, particleY, particleZ, 0, 0, 0); try { Thread.sleep(5); // Пауза между частицами } catch (InterruptedException e) { e.printStackTrace(); } } } } } }).start(); } return new InteractionResultHolder<>(InteractionResult.SUCCESS, player.getItemInHand(hand)); } }  
  • Topics

×
×
  • Create New...

Important Information

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