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Posts posted by Cadiboo
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22 hours ago, KidYeeter said:
ComPermFiverr.jar is missing mods.toml file
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VBOs are always on now. This is an implementation detail that you shouldn’t need to know about though, what are you doing?
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Your block’s shape should match the shape of your model. Show your code.
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8 hours ago, JimiIT92 said:
That's unfortunate, I understand why is it like this, but I still find it very limiting I eventually thought that you can write your custom block with it's own ID and then replace it whrn is placed in the world, but is not the nicest solution I guess
You could have a copy of the vanilla block in your mod that is the exact same + always true water logged
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If your mod is successful then you can always backport in the future. The best way to code a mod is to write it for the latest version and do your best to make it is future proof as possible by abstracting what you can and always using the most up to date way of doing stuff.
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Look at usages of both and gain a good understanding of what they’re used for and their differences
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How does vanilla do it when you’re sneaking/flying/crawling? Also the model is just for rendering. It doesn’t control the size of the entity
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Use the same logger. Use LogManager.getLogger() and then apply your own config for your mod (via the package name).
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4 hours ago, DragonITA said:
What is ASAP?
As Soon As Possible
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Use Forge Energy
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3 hours ago, DragonITA said:
i cant see the Vanilla Code
Fix this, you really need to be able to see the vanilla code for modding. If you have trouble with it ask for help.
3 hours ago, DragonITA said:A horse will occasionally make a special animation, how i can imitate it?
Look at the horse code. It’s probably something like a timer in the entity + setting rotations in the Renderer based on that timer.
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3 hours ago, HappyPants said:
I also found a way to override stone as the block type
Out if curiosity, how did you do this?
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Read this: https://cadiboo.github.io/tutorials/1.15.1/forge/1.4-proxies
You’re better off extending the Arrow and adding the spin in your renderer (similar time the arrow shake) as it already sticks into stuff
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2 hours ago, Busti said:
You need to add your block to the layer lookup table.
Run something like this after registering your block.if (FMLEnvironment.dist == Dist.CLIENT) { RenderTypeLookup.setRenderLayer(yourBlock, RenderType.CUTOUT); }
Run this in the client setup event. You can also use DistExecutor to run code only on a specific side but be careful with lambdas and the verifier.
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Probably nothing would happen if you copy paste a single class. That being said, you don’t want to go around illegally sharing someone else’s intellectual property.
You also don’t want to copy vanilla’s code because it changes often (and the changes may break your copied code) and usually uses legacy code that hasn’t been updated in 10 years. Forge usually provides better systems and better ways of doing stuff.
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What does vanilla use and why?
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On 2/18/2020 at 4:24 PM, Cadiboo said:
What are you trying to do, from a player’s perspective?
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Ok, I’m going to step back, why are you duplicating the player renderer? Why aren’t you extending it? What are you trying to do, from a player’s perspective?
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9 hours ago, Drachenbauer said:
should i create my own RenderPlayerEvent-classes for my custom PlayerRenderer-classes?
No.
9 hours ago, Drachenbauer said:It still seams like the RenderPlayerEvent-class is only compatible with the vanilla PlayerRenderer-class.
Wdym?
9 hours ago, Drachenbauer said:Cadiboo posted this link in one of the answers here:
https://github.com/MinecraftForge/MinecraftForge/pull/6444
That was a temporary workaround hack for not having a MatrixStack in the DrawBlockHighlightEvent, a completely different issue that has now been solved.
Porting this code should take you all of 30 seconds. Copy the original minecraft class (from referenced libraries), apply your patches and you’re done. You can see an example of where I do something similar here (adding 2 fields at the bottom of a class, I need to keep the rest of the class’s code correct and up to date).
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If you’re extending a vanilla class that takes in a model as a constructor parameter I would expect the rendering to be taken care of for you. It is in my code.
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Subscribing: https://mcforge.readthedocs.io/en/1.15.x/events/intro/
Personally I would PR a hook to avoid incompatibilities with other mods that replace the screen.
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On 2/12/2020 at 7:02 PM, Edivad99 said:
[09Feb2020 11:07:25.090] [Netty Epoll Server IO #3/ERROR] [net.minecraft.network.NettyPacketEncoder/]: java.lang.StackOverflowError
[09Feb2020 11:07:25.114] [Server thread/INFO] [net.minecraft.network.play.ServerPlayNetHandler/]: diamn05 lost connection: Internal Exception: io.netty.handler.codec.EncoderException: java.lang.StackOverflowError
This appears to be your error. Please post the debug logs from both client and server.
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On 2/11/2020 at 5:43 AM, Edivad99 said:
Could it be a bug regarding mod config? Although it seems strange to me because I followed the mcjty tutorial.
Probably not, but McJty’s tutorial isn’t the best - It uses a hack to load the config before it should be loaded + doesn’t bake config values. You can see my tutorial here. I think McJty fixed his tutorial but you followed the outdated one.
[1.14.4] Trouble with Scrolling inventory
in Modder Support
Posted
Please show your full code. Especially your container and tile entity