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    • So, after seeing someone on here asking about custom shields, I thought that would be fun to mess with. So after looking at vanilla code, designed my shield after the vanilla style with a ISTER, got my shield to render, but it was all black/no texture. After some searching, I found a comment on here by TheGreyGhost (dude you rule) mentioning his MBE21. Looking at that, he had (commented out, but it was what I needed) an event for TextureStitchEvent.Pre which added a texture to the AtlasTexture.LOCATION_BLOCKS_TEXTURE which would appear to be a dynamically built texture atlas for, well, mostly blocks I would guess by the name. So creating that event and stitching my new shield texture to that atlas made my shield have a skin in all its glory!   So now, my question, is it OK to just stitch textures onto that texture atlas, or should I (not sure how, but I'd figure it out I imagine) create my own? I'm not actually *MAKING* a mod or anything, just tinkering, figuring stuff out, but I wouldn't want to get in the habit of hijacking (or advising people to) vanilla texture atlases if I can fill them up or something like that.   Sorry for the long winded explanation.
    • I have these lines regarding the TileEntity in other classes: // In a registry class private static final DeferredRegister<TileEntityType<?>> TILES = new DeferredRegister<>(ForgeRegistries.TILE_ENTITIES, MOD_ID); public static final RegistryObject<TileEntityType<BaitStationTile>> BAIT_STATION_BLOCK_TILE = TILES.register("bait_station", () -> TileEntityType.Builder.create(BaitStationTile::new, BAIT_STATION_BLOCK.get()).build(null)); // In the block class @Override public boolean hasTileEntity(BlockState state) { return true; } @Nullable @Override public TileEntity createTileEntity(BlockState state, IBlockReader world) { return new BaitStationTile(); }   EDIT: I noticed that the item I place in the container isn't saved - when I quit and rejoin the item disappears. 
    • Lately I downloaded various mods, one of them requires CodeChickenCore, so I installed it, but when I start minecraft it gives me the error "Minecraft non è stato avviato a causa di un errore sconosciuto! Probabilmente è successo per le tue mods, prova a eliminarlo o leggi sotto. Hai installato mod. Ti consigliamo di assemblare il tuo assemblaggio usando il nostro sistema mod-pack link . Come aiuta! 1) Se il gioco si interrompe (si arresta in modo anomalo) con le tue mod, quindi disattiva tutte le mod (fai clic sulla casella verde a destra della mod installata) e avvia il launcher (per assicurarti che la build vuota funzioni ), quindi attiva (fai clic sul quadratino grigio) qualche pezzo o uno e avvia il gioco, così capirai a che punto sorge il problema. 2) Fai un backup dei tuoi gruppi di lavoro. 3) Invia i tuoi amici con mod-packs. Per una definizione più precisa, è stata chiamata la Utilizzare le seguenti linee guida per lavorare con la console: https://tlauncher.org/en/error-start-minecraft.html Se tutto il resto fallisce, allora scrivi al nostro gruppo per aiuto tramite il link https://vk.com/tlauncher " (it's in Italian) and brings up another command prompt window with this " please help me (i use TLauncher launcher)
    • Why? What are you trying to accomplish? There is a version of minecraft that has this feature: it's the server.
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