
Viesis
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Everything posted by Viesis
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1.11 Implementing an inventory for entities/tileentities.
Viesis replied to Viesis's topic in Modder Support
I think I may have a basic inventory working now, but how would I get a particular item in a particular slot? I use to be able to do the getItemInSlot(X) when I could use IInventory. Any help would be great. Thank you again. -
Hello, in 1.10, I made use of IInventory to handle my inventory needs, but with 1.11, some of the ItemStackHelper methods I was using seems to not like my approach of implementing my inventory. I have seen the minecraft chest make use of : NonNullList<ItemStack> = NonNullList.<ItemStack>func_191197_a(27, ItemStack.field_190927_a) (different than what I have been using: ItemStack[] inventory = new ItemStack[27]) so I decided to search around of the forums. That only lead to more confusion, as I saw some posts stating IInventory is not supposed to be used anymore, and a capabilities system should be used now (I think it was IStorage??)? So all of that being said, I am wondering if anyone has a link, guide, video, or example of how to properly implement and inventory to entities/tileentities? Any information would be greatly appreciated. I have been stewing on this for over a week now, and nothing seems to really make sense. Thanks!
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I figured it out, I am using the rotationYaw to get my desired results, thanks!
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The particles on an actual entity, like a player originate at the bottom middle of the feet on something like a player using the posX, Y, and Z that I mentioned before. I can statically add to the previous comments, like doing poxY + 0.5F ( to move it up a bit) and posX + 1.0F (to shift it over), but those are static. When a player or skeleton turns around, the particles stay in the same static place. I wanted to see if there is a way to rotate that particle with where the entity (in this case, skeletons) look to keep it centered in the forehead.
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Block Furnace uses EnumFacing and randomDisplayTick to render the particles which works for tile Entities, but entities are different. You can track the x,y,z by using theEntity.posX, theEntity.posY, theEntity.posZ, but they do not use facing the same way a tile entity does.
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I am able to create a particle on an entity by getting the entities x, y, z coords. That is not a problem. I am wondering if there is a way to have a particle on an entity rotate around as the entity does. For example; in the middle of a skeleton's skull I want to have rune particles that follow the head's rotation to those enchanting runes stay in the center of the skull as it looks around. Any leads would be most appreciated! Thank you.
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That worked perfectly! Thank you very much! not sure why I had a brain fart there.
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I am wondering if there is a way to set a display name for a block/item without using the language file. There is a block that I want to allow users to rename and I have a config option to put a string to a variable, but I would like to be able to use that variable as the display name. Any direction would be wonderful! Thank you!
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I have done that, I actually noticed other mods experiencing the same issue when looking into it further yesterday. I know I have the parent set right because if I didn't, then the achievement progression I have in place would not fire off correctly. I am going to test other mods.
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Hello, I tried to find the answer to a minor issue I am seeing but have been unsuccessful. I have my achievements working, my own achievement page loads without any issues, but I do not have any connecting arrows between different achievements after going from 1.8.9 to 1.9. It is a very minor thing and is only cosmetic since my achievements fire-off properly in the correct order, but it is just those darn arrows. Anyone else experiencing this?
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Solved it, adding a negative number to velocity did what I wanted. Thanks!
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Thinking about it, I could try to use setVelocity() and take the current motion speed and just subtract from it. I will have to try that later when I get home.
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I would think that the problem would come with the server side of things, right? The setFlySpeed() is Client side only, so the server doesn't know what to do with it, and if I set it up so the client makes the decision, that works in single player, but not on a multiplayer server. I just didn't know if there was something else other than the setFlySpeed() that i could call that the server would understand. This is my code atm http://pastebin.com/M1VSstMv. I have a lot of the extra stuff commented out, but I was trying to have the flight speed reduction happen only if the player was not in creative mode and only while flying(if I had to limit it by a different attribute factor).With it like this, I can fly with all 4 pieces, it is just the regular flight speed which is pretty darn fast, especially if you sprint with it.
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I have armor that, once worn, allows players to fly. This speed is pretty fast and feels very op. I tried to go under player.capabilities.setFlySpeed(speed) and set, and it does work in single player, but using that on a server doesn't work. I tried to go as far as to check if the player is flying, then give them a potion affect to slow them, and it only seems to affect FOV while in the air and not speed. I also tried to set an Ability Modifier for movement_speed, and that only affects players on the ground. Is there a potential way to slow players down while flying or anything someone could suggest I look at to see how to deal with this?
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That worked like a charm. Thank you very much, I was going crazy looking for something like that.
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In my mod, I have it so if a player has all 4 of the same "armor type pieces" on at once, they get a potion effect. I use to do this through onArmorTick using an if statement checking each armor slot item with armorItemInSlot(). That was fine for 1.8 but in 1.9 armorItemInSlot() has changed to Client Side only. I can get my old code it work in singleplayer, but it crashes in a server setting, as expected. Any suggestions on how I could start chasing down a solution? I have been looking and haven't found anything yet. Thanks in advanced!
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In Build 1.9-12.16.0.1830-1.9, GameRegistry.register has changed and the change log says "updated all example mods to the new block/item registration method." Where are these mod examples so that I could look at them? Thank you in advanced!
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Thank you very much for the quick response. I am glad it wasn't something I was doing wrong.
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Hello, I have a mod I made for 1.8 that adds new music discs that play my unique songs in the jukebox. I am updating my mod to 1.9 and for the life of me, cannot get my records to play my unique songs. I tried to look at how ItemRecord does what it needs to (that is how I got it working last time), but I feel like I am missing something. I can get an old song to play on my new record item ("ward" for example), but just not quite understanding how to get my custom songs to play. I see that in SoundEvent and SoundEvents, it looks like music needs to be registered, but I am lost. I could be doing it wrong but any guidance would be great. Edit: I just read somewhere that sounds in 1.9 are broken. Is this true? And if so, is this something I have to wait for a forge update for before I can put custom music discs in? Thanks!