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anothertime

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Everything posted by anothertime

  1. I think I can confirm that this is a gradle/forgegradle problem. I configured IDEA to NOT use gradle to build/run my project and now the hot swap work correctly
  2. I did more tests. It works with a single mod (I compiled and debugged the forge 106 mdk) but it doesn't works with a multi-mod project structure: I always get the hot swap error. I followed McJty example to build my multi-mod project: https://github.com/McJtyMods/MultiWorkspace
  3. Sorry to bump, but this is really slowing down development. Is this a problem with ForgeGradle or could be IDEA ?
  4. I usually rebuild the module with build\build module but I've also tried run\reload changes after looking for a solution on the web but the result is the same
  5. Changes to the body of an existing method
  6. Hi i'm using IDEA but when I modify my mod code and then rebuild it, while debugging, I keep getting "hot swap falied" errors and I'm forced to restart MC to test the new code. I generated the run configs with get the genIntellijRuns task and I've never had this problem in 1.12 I'm using the last version of IDEA and forge 1.14.4-28.1.102 How could i fix this problem? thank you!
  7. Very important. I use one project for each MC major version and I develop / debug the mods alongside each other
  8. No. I have this as a dependency to allow modB to complie (Idea see the dependency in gradle and set it's project correctly): implementation project(':moda') But the runconfig don't see the dependency and so modA is not added to the mods list when Idea/forgegradle launch modb (and I get an error from FML becase ModB required ModA to be present and ModA is missing) I've to edit the Idea runconfigs XMLs to manually add modA to the mods to loads and I'm trying to find a way to add it in the build.gradle file to avoid that manual work every time I upgrade to a new forge version and recreate the run configs
  9. Hi! I've a single, multiproject setup in IDEA, with, say, ModA and ModB in it, and ModB depend on the code of ModA. It's working fine so far, they only problem is run configurations How do I include ModA in the run config of ModB? I've tried to add a new "mod" unders the mods list of the run config of ModB, like so: runs { server { workingDirectory runDir // Recommended logging data for a userdev environment property 'forge.logging.markers', 'SCAN,REGISTRIES,REGISTRYDUMP' // Recommended logging level for the console property 'forge.logging.console.level', 'debug' mods { moda { source project(':moda').sourceSets.main } modb { source sourceSets.main } } } client { //same stuff basically } } but that project(':moda').sourceSets.main, for some reasons, seems to resolve to the source set of the root project, not the one of the subproject "moda" How do I do that? thank you!
  10. I have a similar problem with my blockstates. So far the only thing I found is this : https://github.com/MinecraftForge/MinecraftForge/issues/5615 But there is no fix at the moment
  11. I've got a similar problem too All my (forge) blockstates that worked with no problems in 1.12.2 stopped working in 1.13.2. I use Minecraft "cube" model for my blocks and I get this errors in the log: [Client thread/WARN] [minecraft/ModelBakery]: Unable to resolve texture reference: #down in minecraft:block/cube [Client thread/WARN] [minecraft/ModelBakery]: Unable to resolve texture reference: #up in minecraft:block/cube [Client thread/WARN] [minecraft/ModelBakery]: Unable to resolve texture reference: #north in minecraft:block/cube [Client thread/WARN] [minecraft/ModelBakery]: Unable to resolve texture reference: #south in minecraft:block/cube [Client thread/WARN] [minecraft/ModelBakery]: Unable to resolve texture reference: #west in minecraft:block/cube [Client thread/WARN] [minecraft/ModelBakery]: Unable to resolve texture reference: #east in minecraft:block/cube It is like the defaults textures in the blockstate are ignored. I tried to set the textures in every variants but they are ignored too
  12. I'm sorry, I know that my property name is a bit misleading. Those are not 5 different blocks, it's basically a chest that show how full it is by changing it's texture. The TE compute the value for the TYPE property (0/black = empty, 4/red = full, and values in between) and my old getActualState() return the corresponding value for the blockstate json property. Could this be done using extended state and my current blockstate json or should I call world.setBlockState() every time the amount of stuff in the chest change between one TYPE and the other?
  13. Yeah I noticed that. I was looking into extended states but from what I understand I can only work with unlisted properties in extended states, that is, properties that are not in the block json blockstate file. Unless I'm wrong :) In my blockstate I have a TYPE property with values between 0 (default/black texture) and 4 (red texture), the color to use is stored in the block TE. In 1.12.2 my getMetaFromState() always returned 0 (so TYPE=0), leaving getActualState() to set TYPE to the color stored by the TE Can I do this with extended states? Thank you!
  14. In 1.12 I was using block.getActualState() to activate "cosmetic-only" properties in one of my blocks. Basically, the block change texture (choosing from 5 different ones) depending on a values stored by the block tile entity. The on-disk metadata of that block was always zero In 1.13 getActualState is gone: should I actualy change the blockstate of the block every time the value in the TE change (causing chunk updates on the server for no reasons) or is there any other way to do so? I known extended block states exist but I don't understand how to use then with my blockstate jsons thank you guys!
  15. Thank you! So, if my MissingMappings handler chose to remove the old mapping I wan't be able to see it in the data fixer?
  16. Hi! Let's say that in the current version of my mod I have an "ore" block with three blockstate variants: copper (meta==0), tin (meta==1) and lead (meta==2) I want to go ahaed and flatten the block in the next version of the mod to prepare for 1.13 so I will remove the ore block and add the three variants as new blocks. How could I replace the blocks in the actual world save file on loading? I know I should remap or remove the missing ore block with the MissingMappings event and also that there is a DataFixer for the chunks but from what I can understand in the NBT data I get to datafix there is only the numerical Id of the old ore block along side the meta data corresponding to the blockstate. Is there a way to get the numerical Id of the removed/replaced ore block before my DataFixer run so I could know what Id I should replace with the correct one for one of the new blocks? Thank you! Edit: I checked again the mapping event and there is and Id field in the Mapping class that could be the Id I'm looking for uhm...
  17. Good. I'll go with the IRecipe then. Thank you!
  18. @diesieben07 : is removing and re-adding recipes to the registry better then implementing an IRecipe linked to the config options then?
  19. @Animefan8888: thank you! I'll keep myself on the IRecipe route then as it look the cleanest way to do this
  20. When I was looking for a way to sync the configuration between server and client I found this post by diesieben07 so it should be possible right now on 1.12. The IForgeRegistry don't seem to have a way to disable an entry I was thinking about implementing by own IRecipe and returning an empty itemstack in getCraftingResult and getRecipeOutput but I don't know if this is a good idea or not
  21. Hi! I'm new to modding and I'm starting to learn things here on the forum and reading online tutorials. I've created my blocks, configs and recipes with the json files. What I could not find is how to disable a registered recipe (one of mine) after it was registered (and to re-enable it later) Let's say that I have a recipe for a block of dirt and an option in my config file to enable or disable this recipe. So far so good, I read how to do that with the json file and the factories. But now I want to sync the server config to the player when he join a server. I got the packets working so that's it good. But how do I disable my dirt recipe if it was disabled on the server config file but now on the client one? And how to re-enable it when the player logoff from the server and want to play in a single player world on his computer? I know what events to use, what I can't find is a way to disable (and then re-enable) a registered recipe Can someone point me in the right direction?
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