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Sorry I posted this, because I was inattentive.
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By diesieben07 · Posted
Dyes and colored objects are not handled through runtime coloring, they simply have different textures, there for ColorHandlerEvent / IItemColor / IBlockColor is not the way to go. It gets problematic, because Minecraft models dye color as an enum, which is of course inflexible and does not let you add things to it. So really you just need to add new items, blocks, etc. as normal for all the colored "things" and ignore DyeColor. For things like sheep shearing, you probably either need to hook into the sheep rendering and have your own rendering for your own color (in addition to storing the fact that the sheep is "your color") or just spawn a custom sheep. Same goes for banners, you probably have to clone the complete logic, which is not really fun. Overall: The basics are possible, but integrating it into the whole game is probably not possible / not easy. -
By diesieben07 · Posted
Yes it is the error. I don't use a Mac, so I don't know how to fix this. -
By diesieben07 · Posted
It should work fine, yes. However nobody on the core forge team has a mac, so no mac specific testing is done, but I have not heard any bug reports. -
Okay. Here is the full starting log and the debug log. Log: https://gist.github.com/LukeeMaster/415e7ce911089722c6cf2e3a920ef783 Debug log: https://gist.github.com/LukeeMaster/1d25e23c1b40933a87b8059d9eae5911
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