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TheMikeste1

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TheMikeste1 last won the day on February 3 2020

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  1. The best tutorial is vanilla code. Take a look at a simple mob's Entity, Renderer, and Model classes. I'm just now dabbling with it, but from what I can tell registering mobs is the same as 1.14.
  2. Hmm.. Okay. I poked around a little in your code, but I couldn't find where you were registering your container. Could you link that for me? Edit: I'm dumb. It's here: https://github.com/GummyBlasian/Inventory-Power/blob/master/src/main/java/com/sangam1/InventoryRepair/Registry.java#L61
  3. https://github.com/GummyBlasian/Inventory-Power/blob/master/src/main/java/com/sangam1/InventoryRepair/proxy/ClientProxy.java#L15 You need to register your screen, as you were trying to do here. Here's mine as an example: https://github.com/TheMikeste1/Wabbits/blob/master/src/main/java/themikeste1/wabbits/Wabbits.java#L102 It needs to be client-side, so as long as you're initializing your client proxy only on the client-side you should be good.
  4. Assuming nothing has changed between 1.14 version, take a look at this: #onModelBakeEvent.
  5. You only call it on the client side, like so: private void doClientStuff(final FMLClientSetupEvent event) { ... OBJLoader.INSTANCE.addDomain({modid}); ... } You can see how I did it here.
  6. @ehaugw I handled the Pre Stich event here. @jun2040 I created a model.json for my test block in addition to the other files. See here. @blinky000 My models map a .png file to the sides of the block. See my .mtl file.
  7. I haven't tried it, but you should try taking a look at EntityJoinWorldEvent. You can listen for this event, then add what you want as the player spawns. Be aware that this event is called for every entity whenever it joins the world (including on respawn). There are also a number of PlayerEvents you might want to look at.
  8. I think you need to register a GUI factory for you mod. See line 408 of net.minecraftforge.fml.client.gui.GuiModList. Unfortunately, I'm not quite sure how you do that. I would suspect it has to do with ScreenManager, like Block GUIs do.
  9. Awesome, thank you. I should have specified though: I want to disable vanilla recipes. Is there a way to use those to override the vanilla recipes somehow?
  10. I'm attempting to prevent a player from crafting/smelting items if they don't fulfill certain requirements. I've read through some some older posts ([1.10.2] Disabling crafting recipe for certain players, Player-based Crafting Recipes), but was hoping there was a new way to do it. Unfortunately, I've already played with ItemCraftedEvent and ItemSmeltedEvent, but they still trigger after the deed has been done. From what I've read, there may not be a way to prevent a smelting recipe, but if anyone has any ideas on how to stop it I'd appreciate it. Thanks!
  11. It looks like the config system has changed a little bit since 1.13. I followed McJty's tutorial here: https://wiki.mcjty.eu/modding/index.php?title=Tut14_Ep6#Configuration Video: https://youtu.be/Qz5gpY37KdQ?list=PLmaTwVFUUXiBKYYSyrv_uPPoPZtEsCBVJ&t=733 I also have some code you can look at here: Registering and loading Config Config.java
  12. I'm creating my own registry, and I noticed net.minecraftforge.registries.NamespacedWrapper is package-private. This class is used in GameData as the callback for most registries. Was this intentional? I could just make my own version, but since NamespacedWrapper does everything I need (and seems to be what every other registry is using), I'd prefer to use it. Are there any other classes that are more suitable as a registry callback for modders?
  13. Try reading through the model section of ReadTheDocs. (https://mcforge.readthedocs.io/en/latest/models/introduction/)
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