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nekosune

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Everything posted by nekosune

  1. That's exactly what I was doing, it turns out disabling and renabling texture 2D was confusing things, removing that helped fix things
  2. Even with trying to bind any texture , rather then just using the atlas, like here: https://github.com/Thaumic-Tinkerer/ThaumicTinkerer/blob/e740e94ca431a1dc6d2c04a004e570b1505cceb4/src/main/java/com/nekokittygames/thaumictinkerer/client/rendering/special/TransvectorRendering.java#L77 I still get the exact same error...
  3. Honestly that's leftover code from where I sourced the original line drawing varient, drawOutlineTextured acts the same if I enableTexture2D inside or not
  4. I am trying to render a transparent texture over specific in world blocks whenever an item is held. Due to previous work, i can put a box of lines around it, but as soon as I start with textures, and the needed changes, it fails https://github.com/Thaumic-Tinkerer/ThaumicTinkerer/blob/1.12/src/main/java/com/nekokittygames/thaumictinkerer/client/rendering/special/TransvectorRendering.java is the code in question. I have only started with the first face, to make debugging easier currently. This is the result I get always: A plain white square over the face where I should get this texture: overlayed on the block underneath. Is there anything obvious I am missing here?
  5. Turns out the multiblock creation messed up the chunks lighting.
  6. The mod I am working on has two blocks that use a TESR to show an item on the outside of it. This one, https://github.com/Thaumic-Tinkerer/ThaumicTinkerer/blob/1.12/src/main/java/com/nekokittygames/thaumictinkerer/client/rendering/tileentities/TileEntityAnimationTabletRenderer.java#L72-L92 Works correctly, showing the item in the correct lighting. However, https://github.com/Thaumic-Tinkerer/ThaumicTinkerer/blob/1.12/src/main/java/com/nekokittygames/thaumictinkerer/client/rendering/tileentities/TileEntityEnchanterRenderer.java#L34-L61 shows only a dark lit item, as if it were in a dark cave. I can not find the difference between the two for the life of me, does anyone have any tips for tracking this problem down?
  7. It's not my entity, but one from a different mod my mod interacts with.
  8. I need to keep track of an entity, including if it goes through portals (vanilla, or mystcraft etc) into other dimensions. Does anyone know the best way to do this? I was looking for a event that is caled when an entity leaves/joins a dimension and couldnt
  9. because it needs to save WHICH one is the one currently in use, and and make it available for computer craft. Either way this has been worked out. I moved the loading of that into Validate
  10. Because this data has to be accessible from multiple blocks not just this one. Telling me to store it on the block dosnt really help my current problem.
  11. I am trying to load a tile Entity that uses some WorldSavedData. However during The first run of loadNBT etc the worldObj of the Tile Entity is null does anyone know how else i could get it?
  12. I managed to slightly hack the village gen in with village.generate(postEvent.chunkProvider,postEvent.world,postEvent.chunkX,postEvent.chunkZ,temp); village.generateStructuresInChunk(postEvent.world, postEvent.rand, postEvent.chunkX, postEvent.chunkZ); in OnPopulate.
  13. use a MapGenStructure (a moified village) in the end.
  14. doesn't seem to load anywhere near when provideChunk is called, but thankyou
  15. I need to have a function run after chunk has been provided, however I cant use coremods due to mod being part of modja. I am attemptiong to use reflection, owever I cant figure out how to use any of the reflection objects to help get the right function I can use String internalClassName = FMLDeobfuscatingRemapper.INSTANCE.unmap("net/minecraft/world/gen/ChunkProviderEnd"); to get the class name, but nothing I can think of to get the method name works.
  16. Thankyou, thats just what I needed, I KNEW it would be something so stupidly simple, but my mind went blank
  17. This is probably going to be a dumb question, but is there an easy way to get files from /assets/modname/.... on the server? all the ResourceLocation helpers are client side only, for obvious reasons, but I don't need a resource pack working, I just need a file both standalone servers, and SSP can read.
  18. .... No I mean public class RandomEnchantedBook { public static double rand; private static Random random = new Random(); public static void EnchantedBook(EntityPlayer par3EntityPlayer) { Enchantment enchantment = Enchantment.enchantmentsBookList[random.nextInt(Enchantment.enchantmentsBookList.length)]; ItemStack itemstack = new ItemStack(Item.enchantedBook.itemID, 1, 0); int l = MathHelper.getRandomIntegerInRange(par1Random, enchantment.getMinLevel(), enchantment.getMaxLevel()); Item.enchantedBook.getEnchantedItemStack_do(itemstack, new EnchantmentData(enchantment, l)); par3EntityPlayer.inventory.addItemStackToInventory(itemstack); } }
  19. From ItemEnchantedBook Enchantment enchantment = Enchantment.enchantmentsBookList[par1Random.nextInt(Enchantment.enchantmentsBookList.length)]; ItemStack itemstack = new ItemStack(this.itemID, 1, 0); int l = MathHelper.getRandomIntegerInRange(par1Random, enchantment.getMinLevel(), enchantment.getMaxLevel()); this.getEnchantedItemStack_do(itemstack, new EnchantmentData(enchantment, l)); itemStack is then a stack of 1 randomly enchanted book
  20. No problem, it was fun spawning random mobs!
  21. Replying with the code I gave you on IRC so people seeing this topic in the future can see /** * Item Author: Katrina S * nekosune **/ package com.nekokittygames.modjam.UnDeath; import java.util.ArrayList; import java.util.Collections; import java.util.Iterator; import java.util.List; import net.minecraft.block.Block; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityEggInfo; import net.minecraft.entity.EntityList; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.EntityLivingData; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.Facing; import net.minecraft.util.MathHelper; import net.minecraft.world.World; public class TestItem extends Item { public TestItem(int par1) { super(par1); setMaxStackSize(64); setCreativeTab(CreativeTabs.tabMisc); setUnlocalizedName("testSpawner"); func_111206_d("undeath:DebugItem"); } public boolean onItemUse(ItemStack par1ItemStack, EntityPlayer par3EntityPlayer, World par2World, int x, int y, int z, int side, float xOffset, float yOffset, float zOffSet) { if (!par2World.isRemote) { int i1 = par2World.getBlockId(x, y, z); x += Facing.offsetsXForSide[side]; y += Facing.offsetsYForSide[side]; z += Facing.offsetsZForSide[side]; double d0 = 0.0D; if (side == 1 && Block.blocksList[i1] != null && Block.blocksList[i1].getRenderType() == 11) { d0 = 0.5D; } Iterator iterator = EntityList.entityEggs.values().iterator(); List<Integer> ids=new ArrayList<Integer>(); while (iterator.hasNext()) { EntityEggInfo entityegginfo = (EntityEggInfo)iterator.next(); ids.add(entityegginfo.spawnedID); } // shuffle and pick from ids Collections.shuffle(ids); int id=ids.get(0); Entity entity = null; entity = EntityList.createEntityByID(id,par2World); if (entity != null && entity instanceof EntityLivingBase) { EntityLiving entityliving = (EntityLiving)entity; entity.setLocationAndAngles(x+0.5d, y+0.5d, z+0.5d, MathHelper.wrapAngleTo180_float(par2World.rand.nextFloat() * 360.0F), 0.0F); entityliving.rotationYawHead = entityliving.rotationYaw; entityliving.renderYawOffset = entityliving.rotationYaw; entityliving.func_110161_a((EntityLivingData)null); par2World.spawnEntityInWorld(entity); entityliving.playLivingSound(); } } return true; } }
  22. Thanks, although that part I allready have, I was asking about custom ones as I need to give the resulting entity a reference to the player that spawned them is there any way to get an egg to run an extra function>
  23. Is there any way to make a custom spawn egg easilly, without basically having to recode the functionality? I wish to make a spawn egg that passes the player who spawned it to the mob, for some targeting functionality. (the non spawned in version will target the creature who created the mob). I understand I will have to handle special cases for dispensers and the like, however this spawn egg is mostly for debug, and I am thinking of removing it once done testing anyway.
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