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Bregor

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  1. Is there a way to remove them on the server side? Because the removeListener method is ClientOnly. Or is there a scenario where more than one would get added, if I don't add them myself?
  2. Thanks - as i suspected then. Then there is still the question if it is possible to have more than one listener on a container.
  3. I'm currently trying to understand the inner workings of containers, but there are some weird things i noticed: Is it possible that a container has more than one listener? As there is one container per Player spawned the listeners array doesn't fit to well in that picture. (Also there is a removeListener method, which is ClientOnly and only called from the GuiRepair and GuiContainerCreative) Is the detectAndSendChanges method only logical server side or both? (I got only server side calls that far).
  4. Hi, I'm trying to create a fluid which should be only usable in buckets, machines, etc. (No need for placing it in the world a block). I tried the following setup, which works fine if i use the standard vanilla water textures, but as soon as i try to use my own (as in the sample below) I only get the missing texture texture. I have the textures and the mcmeta files in the location assets/modid/textures/fluids/. Is there some need to register the texture sprites before using it in a fluid? public class CustomOilFluid extends Fluid { public CustomOilFluid() { super( Constants.FluidNames.customOilFluid, new ResourceLocation(Constants.modId, "fluids/custom_oil_still"), new ResourceLocation(Constants.modId, "fluids/custom_oil_flow") ); } } public class ModFluids { public final static CustomOilFluid customOilFluid = new CustomOilFluid(); public static final void registerFluids() { FluidRegistry.enableUniversalBucket(); FluidRegistry.registerFluid(customOilFluid); FluidRegistry.addBucketForFluid(customOilFluid); } } //In my mods class i have the following static initializer static { ModFluids.registerFluids(); }
  5. Is there any fastest way to define a variant for an invisible block (or what is an valid way at all)?
  6. Hi, Currently i have a blockstate JSON to display a custom model if the block state (my_property) is set to true, in the false state it just displays the missing texture texture. Is it possible to state something like for the block state my_property = false, do not render anything (to create a block with toggle-able invisibility)? { "forge_marker": 1, "variants": { "normal": [{}], "inventory": [{}], "my_property": { "true": { "model": "myModId:my_model.obj" } } } }
  7. Do you know of any open source 1.12 mod using the mentioned "Item override mechanic" or the other "TextureAtlasSprite" techniques?
  8. Is there any way to control whether to render blocks or not (standard blocks and model based blocks) based on the player state (e.g. having equipped an item or holding an item) without using a TESR?
  9. And if the API is just copied over as files as there is no package for it?
  10. How can I have the API sources from a mod and the actual mod together into a development environment? The API source files are added to the project to be able to compile against the API, but if I add the mod itself for testing purposes to the run/mods folder I always get java.lang.NoSuchMethodError when something tries to use the API. Is there a way to have both at once in the dev environment - the API sources for compiling against and the mod itself for testing the stuff in the debugger?
  11. So far i found out that ActiveRenderInfo seems to contain the camera information. And rotationX, rotationXZ, rotationZ, rotationYZ and rotationXY seem to contain the camera orientation. Also Particle.renderParticle seems to do something similar to what I want. But I just can't figure out why the orientation is encoded in these five rotations (or if it is the orientation actually).
  12. I'm trying to render a billboard texture which is always facing to the player. I have found some methods other mods use for such things, like the following code: GlStateManager.rotate(-Minecraft.getMinecraft().getRenderManager().playerViewY, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(Minecraft.getMinecraft().getRenderManager().playerViewX, 1.0F, 0.0F, 0.0F); It seems to work for the normal view, but if changed to third person mode with F5 (especially in the frontal view), things get quite wrong (the texture is facing not at all to the camera). I suspect the actual camera/eye position is different than the player position (which seems to be the content of playerViewX and playerViewY). Is there a way to get the actual camera position (and possible the vector of the direction) instead of the player position only?
  13. I have successfully added them this way. There are just two things I don't fully understand yet: What is the difference between deobfProvided and deobfCompile (or can I even use runtime like in the jei example: runtime "mezz.jei:jei_${mcversion}{jei_version}")? It seems if I add a new mod dependency to build.grade, run setupDecompWorkspace, refresh all Gradle Projects in IntelliJ, run MC - I need to repeat this one or two times until the mod finally loads in the MC client.
  14. What would be a (or the best) way to render a block as a texture which is always facing the user. And the texture should be animated with a few frames. What I want to achieve is a block which is not looking solid, but more like a blob of plasma (Sample Image). Another way to describe it, something that looks a bit like a wisp of thaumcraft - but not as an entity but as a block.
  15. Any idea how this can be done from a maven repository via gradle?
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