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DiabolicaTrix

Forge Modder
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Everything posted by DiabolicaTrix

  1. Hi, I've been out of the minecraft ecosystem for a while, so I don't really know any 1.12 server. I want to make my mod compatible with most Economy mods (or Sponge plugins maybe) that are commonly used in servers nowadays. If you know any economy mod/plugin, please let me know! Thanks!
  2. Works like a charm, thanks to both of you!
  3. Hi, I am making a block with an inventory. Currently, hoppers can extract every single item, but I would like to only allow it to extract items from certain slots. I tried to override the extractItem method and only allow extraction for these slots but it also prevents the player from extracting items. TileEntityShowcase.java: https://gist.github.com/DiabolicaTrix/771fec8aca0f080f9c75d271a5aa1ae5 TileEntityBase.java: https://gist.github.com/DiabolicaTrix/d849d0b351197871e6a689cc2de048c4 ItemStackHandlerBase.java: https://gist.github.com/DiabolicaTrix/35cd8e0ebd4b9353069324afcae2f273 ContainerShowcase.java: https://gist.github.com/DiabolicaTrix/b162d609e1244316fcb1d126546fe81f ContainerShowcaseInventory.java: https://gist.github.com/DiabolicaTrix/cea6106842dfcdb70da34a6ae246194d SlotShowcase.java: https://gist.github.com/DiabolicaTrix/2b18e4f4ad8dd3307a717e1211aea57c
  4. I did what you asked me and my EntityItem is now in my TE, but that didn't fix my problem. Also, you told me to set the position only once but I can't, that's the reason the item was following me. I found out that the xyz of renderTileEntityAt are dynamic and depends on the position of the player. The animation is not working and I honestly don't know what to do now. TESR: Tile Entity: EDIT: Thanks to everyone, I finally found out why the item wasn't moving: the render uses the age of the item to animate it but the age of my item wasn't updating so I just created a int and I add 1 every tick.
  5. So I tried to copy the update method of the EntityItem class and modify it to adapt it to my needs. I also tried to only set the position once but it didn't work, the item is following me and I don't even know why it does. I don't understand why the item is attached to the player but whatever. Also, I don't know if it's related but I can't take screenshots anymore, I'm getting an error: [20:31:54] [Client thread/ERROR]: ########## GL ERROR ########## [20:31:54] [Client thread/ERROR]: @ Pre render [20:31:54] [Client thread/ERROR]: 1282: Invalid operation My code: Screenshot:
  6. I'm trying to make the same animation as a dropped item, I used the exact same code as in the RenderEntityItem but the item is not spinning up and down, it's shacking like I showed you in the video. I'm trying to find a way to fix this.
  7. Ok, so I tried to look into the RenderEntityItem to see how they animate the entity but I couldn't find anything about the animation. Now, my item is rendering in the block but the problem is that it's shacking. It looks like the item is trying to animate but the position is reset every tick so I guess the animation is achieved by modifying the x y z but I couldn't find where the doRender function is called. Any ideas? My code: What it looks like:
  8. Ok so I looked at the RenderEntityItem class and tried to make something from this. What it looks like: Tesr: Even if the apple is dark, we can see that the texture is applied. Also, I can't show you with a picture but the apple is shaking a bit. It looks like it's trying to rotate but due to the fact that the function is called every tick, the position is reset. I should be able to fix this by myself but I'm going to need help to fix the color of the apple as I don't even know where to look.
  9. I would you do that? I created a new instance of EntityItem but how do I render it? I never did this before, sorry if it seems obvious to you.
  10. Hi, I'm trying to make a transparent block with an item inside. I want the item to have the same animation as a dropped item. I made the model and a tesr for it so I can render the item but I have no clue how do what I want. I tried looking into the TileEntityItemStackRenderer class to see how they are rendering the items on the ground (I believe it's the right class) and the only thing I found is this line: else if (block != Blocks.CHEST) net.minecraftforge.client.ForgeHooksClient.renderTileItem(itemStackIn.getItem(), itemStackIn.getMetadata()); So I went into the ForgeHooksClient class and found the above function but I couldn't find where the render is done. An image of the block: My classes: Block: TileEntitySpecialRenderer:
  11. @diesieben07 My ResourceLocation was wrong (I used player.getUniqueID() to determine the location), I changed it to MODID + ":PLAYER_CAP" and it works fine. @Lexmanos Thanks for the information!
  12. It works, thank you very much for your help and for your tip (debugger)
  13. What do you mean by "use a debugger", how do I do that?
  14. Well, I put a sysout in the deserialize function and it's not called.
  15. serialize is called but deserialize is not, do I need to call it by myself?
  16. I mean, do I need to call these functions from an event or something?
  17. Like that? @Override public NBTTagCompound serializeNBT() { NBTTagCompound compound = new NBTTagCompound(); compound.setInteger("Test", this.getTest()); return compound; } @Override public void deserializeNBT(NBTTagCompound compound) { this.setTest(compound.getInteger("Test")); }
  18. public static class Storage implements Capability.IStorage<PlayerCapabilities> { @Override public NBTBase writeNBT(Capability<PlayerCapabilities> capability, PlayerCapabilities instance, EnumFacing side) { NBTTagCompound compound = new NBTTagCompound(); compound.setInteger("Test", instance.getTest()); return compound; } @Override public void readNBT(Capability<PlayerCapabilities> capability, PlayerCapabilities instance, EnumFacing side, NBTBase nbt) { NBTTagCompound compound = (NBTTagCompound) nbt; instance.setTest(compound.getInteger("Test")); } }
  19. Thanks, it works but how do I save it when the player disconnect?
  20. only my sync packets are two ways? Ok, I'll try. EDIT: It doesn't work, it does the exact same thing.
  21. Where I attach it: https://github.com/DiabolicaTrix/MinecraftLifeRPG/blob/master/src/main/java/me/diabolicatrix/events/CommonEventHandler.java My capabilities class: https://github.com/DiabolicaTrix/MinecraftLifeRPG/blob/master/src/main/java/me/diabolicatrix/other/PlayerCapabilities.java My packet: https://github.com/DiabolicaTrix/MinecraftLifeRPG/blob/master/src/main/java/me/diabolicatrix/other/PlayerCapabilities.java And https://github.com/DiabolicaTrix/MinecraftLifeRPG/blob/master/src/main/java/me/diabolicatrix/other/ScheduledPacketTask.java Also, how do I save it when the player disconnect?
  22. Oh, that solves all my problems! I just started using forge 1.8 so I didn't know the packets were handled differently. Thanks you very much for your help. EDIT: I tought it would work but it doesn't, the value is still overwritten by the constructor.
  23. It's doing exactly what I said before: [16:43:24] [server thread/INFO] [sTDOUT]: [me.diabolicatrix.events.CommonEventHandler:onAttachCapability:62]: Attach Server [16:43:24] [Netty Local Client IO #1/INFO] [sTDOUT]: [me.diabolicatrix.packets.PacketSyncCapabilities$ClientHandler:onMessage:58]: Packet Received [16:43:24] [Client thread/INFO] [sTDOUT]: [me.diabolicatrix.events.CommonEventHandler:onAttachCapability:62]: Attach Client
  24. In my constructor, I set the default values of my variables. And when I attach the capability, I make a new Instance of PlayerCapabilities.
  25. Sorry, I misexplained. The AttachCapabilitiesEvent is called before the PlayerCloneEvent on client-side but it works on server-side. [15:30:19] [server thread/INFO] [sTDOUT]: [me.diabolicatrix.events.CommonEventHandler:onAttachCapability:62]: Attach Server [15:30:19] [server thread/INFO] [sTDOUT]: [me.diabolicatrix.events.CommonEventHandler:onPlayerCloned:49]: Clone (server only) [15:30:19] [Client thread/INFO] [sTDOUT]: [me.diabolicatrix.events.CommonEventHandler:onAttachCapability:62]: Attach Client So even if I try to sync with a packet, the value will be overwritten by the attach event.
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