• 0

    posted a message on Safely changing ResourceLocation used to register a TileEntity

    I want to change the line

    GameRegistry.registerTileEntity(TileEntityFireplace.class, new ResourceLocation(DataReference.MODID+":fireplaceTE"));


    to

    GameRegistry.registerTileEntity(TileEntityFireplace.class, new ResourceLocation(DataReference.MODID+":fireplace"));

    but if I run post-change Minecraft with a pre-change world I get the error

    [15:23:33] [Server thread/WARN] [minecraft/TileEntity]: Skipping BlockEntity with id ftfloocraft:fireplace


    and the TileEntity is gone, because there doesn't seem to be an opportunity to remap the pre-change TileEntity to the post-change ResourceLocation. MissingMappingsEvent didn't seem to fire for TileEntities. My only idea right now is to register the tile entity once with the old ResourceLocation and once with the old one, and then somehow migrate the NBT data over. Is there a better way?
    Thanks for reading.

    Posted in: Modification Development
  • 0

    posted a message on Rocket Squids! (Last update 9/12/18. Treasures and a dismount fix! Latest version 1.0.3/1.1-beta.2)
    RELEASE VERSION 1.0.3[/b]

      • Fixed localisation files
      • [/b]
      • Fixed problems when trying to dismount squids[/b]

    BETA VERSION 1.1-beta.2

    [/b]

      • [b]Fixed localisation files[/b]
      • [b]Fixed problems when trying to dismount squids[/b]
      • [b]The mod now has worldgen; the new features will be found in newly-generated chunks[/b]
      • [b]Added a rare Statue block containing two treasures: the Squavigator and Squeleporter[/b]
      • [b]Added the Whistling Conch, which has several secret uses[/b]

    I often forget to update this place; the best place to get updates now is my Twitter.

    Posted in: Mods Discussion
  • 0

    posted a message on Fragile Glass and Thin Ice (last update 5/11/18. EVERYTHING FRAGILE! Latest version 1.10.0b)

    VERSION 1.10.0 Beta

    Beta for THE EVERYTHING FRAGILE UPDATE!
    I recommend you use a new world for this, or at least back up your world: one line of text can change things dramatically!
    In this version, you can make almost ANY block fragile.
    1. Run Minecraft with this version of the mod.
    2. Quit Minecraft.
    3. Go to your game's config folder and see fragileglassft_blocklist.cfg for detailed instructions.

    This a very drastic and sort of dangerous update so I've listed it as beta for now. But anyone who wanted a way to make actual glass fragile finally has one:

    minecraft:glass break 0.165 0

    Any feedback and suggestions, including for new (simple) crash behaviours, before I release this properly are very welcome!

    I often forget to update this place; the best place to get updates now is my Twitter.

    Posted in: Minecraft Mods
  • 0

    posted a message on Fragile Glass and Thin Ice (last update 5/11/18. EVERYTHING FRAGILE! Latest version 1.10.0b)

    VERSION 1.9.0[/b]



    • Changed the mod id from "ftfragileglass" to "fragileglassft". Back up your world before using this version, but you shouldn't have any problems.
    • [/b]
    • Fixed an occasional ConcurrentModificationException crash[/b]

    I often forget to update this place; the best place to get updates now is my Twitter.[/b]

    Posted in: Minecraft Mods
  • 0

    posted a message on How can I make my custom helmet rotate with the player's head?

    I was trying to do that in the render function for the ModelConch above, which I return in getArmorModel for the ItemConch.

    Trying the way you've explained has turned out to be a bit trickier than I thought.


    To start listening I used

    ModelConch mc = new ModelConch();
    MinecraftForge.EVENT_BUS.register(mc);

    With the listening method in ModelConch:

    @SideOnly(Side.CLIENT)
        @SubscribeEvent
        public void getHeadAngles(RenderPlayerEvent.Pre rle) {
            ModelRenderer head = rle.getRenderer().getMainModel().bipedHead;
            copyModelAngles(head, this.shape2);
            copyModelAngles(head, this.shape6);
            copyModelAngles(head, this.shape3);
            copyModelAngles(head, this.shape1);
        }

    For some reason it has the same effect as before, even though head.rotateAngleY and entityPlayer.rotationYaw are different. Very odd.

    Posted in: Modification Development
  • 0

    posted a message on How can I make my custom helmet rotate with the player's head?

    So then, the trick is getting the player model. As far as I can see you can only get that through RenderLivingBase#getMainModel, and you can only get a RenderLivingBase through RenderLivingEvent#getRenderer.


    That seems like a lot of hassle; am I missing an easier way to get it?

    Posted in: Modification Development
  • 0

    posted a message on How can I make my custom helmet rotate with the player's head?

    I made a custom helmet which renders, but instead of rotating with the yaw of the player's head it rotates with the yaw of the whole body, which is not always the same thing...


    I tried comparing entity.rotationYaw and entity.getRotationYawHead() but I got the same value. Another option is Math.atan2(lookVec) but when I use that the rotation goes completely out of sync in a way I can't really describe.

    My last guess is it's to do with the rotation point of the model, but the tutorial I followed said to use (0, 0, 0) so I'm not sure that's wrong.


    Here's my helmet code; does anyone know what's going on?


    /**
     * Conch - FredTargaryen
     * Created using Tabula 7.0.0
     */
    public class ModelConch extends ModelBiped {
        public static final ResourceLocation CONCH_TEX = new ResourceLocation(DataReference.MODID + ":textures/armour/conch.png");
    
        public ModelRenderer shape1;
        public ModelRenderer shape2;
        public ModelRenderer shape3;
        public ModelRenderer shape6;
    
        public ModelConch() {
            this.textureWidth = 16;
            this.textureHeight = 16;
            this.shape2 = new ModelRenderer(this, 0, 0);
            this.shape2.setRotationPoint(0.0F, 0.0F, 0.0F);
            this.shape2.addBox(-5.0F, -4.0F, 0.0F, 2, 1, 1, 0.0F);
            this.shape6 = new ModelRenderer(this, 5, 2);
            this.shape6.setRotationPoint(0.0F, 0.0F, 0.0F);
            this.shape6.addBox(-8.0F, -5.0F, 0.0F, 3, 3, 1, 0.0F);
            this.shape3 = new ModelRenderer(this, 12, 0);
            this.shape3.setRotationPoint(0.0F, 0.0F, 0.0F);
            this.shape3.addBox(-9.0F, -4.0F, 0.0F, 1, 1, 1, 0.0F);
            this.shape1 = new ModelRenderer(this, 6, 6);
            this.shape1.setRotationPoint(0.0F, 0.0F, 0.0F);
            this.shape1.addBox(-8.0F, -4.0F, 1.0F, 2, 2, 1, 0.0F);
        }
    
        @Override
        public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {
            Minecraft.getMinecraft().getTextureManager().bindTexture(CONCH_TEX);
            this.shape2.render(f5);
            this.shape6.render(f5);
            this.shape3.render(f5);
            this.shape1.render(f5);
        }
    
        /**
         * This is a helper function from Tabula to set the rotation of model parts
         */
        public void setRotateAngle(ModelRenderer modelRenderer, float x, float y, float z) {
            modelRenderer.rotateAngleX = x;
            modelRenderer.rotateAngleY = y;
            modelRenderer.rotateAngleZ = z;
        }
    }


    Thanks for reading.

    Posted in: Modification Development
  • 0

    posted a message on Floocraft - Teleport like Harry Potter (Last update 11/7/18. Fireplace fix and sources! Latest version 1.9.2)

    VERSION 1.9.2


    • Fixed Floo Powder not detecting fireplaces built along the north-south direction (z-axis)
    • Supplying a .jar containing source code with each download from now on

    I often forget to update this place; the best place for updates is my new Twitter.

    Posted in: Minecraft Mods
  • 0

    posted a message on Floocraft - Teleport like Harry Potter (Last update 11/7/18. Fireplace fix and sources! Latest version 1.9.2)

    VERSION 1.9.1




      • Fixed teleport GUI opening when ANY player on the client walks into a fire, not just the client player
      • Fixed stored Floo Powder being deleted from pots when opened

        • Peeking! Players can now look out of other fireplaces instead of teleporting there
            • Costs nothing

            • New "Peek..." button in the teleport menu

            • Conditions for peeking somewhere are the same as the conditions for teleporting somewhere

            • Your face appears in the fireplace you are peeking into



        • Non-player teleportation! Villagers, dropped items and other mobs can teleport to random fireplaces on contact with Floo fires
            • Disabled by default

            • Configurable in ftfloocraft.cfg (run Minecraft once with Floocraft installed for this to appear in your config folder)
                • Separate toggle for villagers, items and other mobs (e.g. squids, spiders, zombies, sheep)
                    • Villagers MIGHT teleport (1 in 5 chance), arriving in the fire

                    • Dropped items WILL teleport, arriving just outside the fire so they don't burn away!

                    • Other mobs MIGHT teleport (1 in 5 chance), arriving in the fire





            • Costs nothing




    I often forget to update this place; the best place for updates is my new Twitter.


    Posted in: Minecraft Mods
  • 0

    posted a message on Floocraft - Teleport like Harry Potter (Last update 11/7/18. Fireplace fix and sources! Latest version 1.9.2)

    VERSION 1.8.1 (Minecraft 1.11.2; 1.12.2)

    Bringing the mod up to date with current practice...

    • Fixed a crash on SpongeForge, which disconnects players when they enter Floo fires

    • Using v3 of the Resources system

    I often forget to update this place; the best place to get updates now is my Twitter.

    Posted in: Minecraft Mods
  • 0

    posted a message on Rocket Squids! (Last update 9/12/18. Treasures and a dismount fix! Latest version 1.0.3/1.1-beta.2)

    VERSION 1.0.1

    • Fixed a crash which occurs when a squid you are riding dies

    I often forget to update this place; the best place to get updates now is my Twitter.

    Posted in: Mods Discussion
  • 0

    posted a message on Fragile Glass and Thin Ice (last update 5/11/18. EVERYTHING FRAGILE! Latest version 1.10.0b)

    VERSION 1.8.65

    • Fixed compatibility issues (crashes) with certain Tile Entities from other mods
    • Fixed occasional ConcurrentModificationException crashes

    I often forget to update this place; the best place to get updates now is my Twitter.

    Posted in: Minecraft Mods
  • 1

    posted a message on Fragile Glass and Thin Ice (last update 5/11/18. EVERYTHING FRAGILE! Latest version 1.10.0b)

    That... would make a lot of sense. I'll think about it, but right now I don't think I can do it because glass doesn't have a TileEntity. If I find a solution I will update this reply.

    EDIT: Just 12 months later, there is now a way to do this, as of the 1.12.2-1.10.0 beta!

    Posted in: Minecraft Mods
  • 0

    posted a message on Fragile Glass and Thin Ice (last update 5/11/18. EVERYTHING FRAGILE! Latest version 1.10.0b)

    I just released version 1.12.2-1.8.5; hope you enjoy! This mod updates worldgen; I recommend you delete your ftfragileglass.cfg file and get the new one.

    Really big change list for this one; here we go. Ports for versions 1.11.2 and 1.10.2 will come in at least a few days.


    Changes from version 1.8.1:



      • Drastic physics overhaul for all valid entities, letting them break through fragile blocks without losing speed

      • Modders can now use a Capability to define entities as able to trigger fragile blocks

      • Modders can now use a Capability to define tile entities as fragile

      • Fixed Sugar Cauldron blocks turning dark when solid blocks are adjacent

      • Each entity is only able to break blocks when its Capability says so

      • Each block can only be broken when its Capability says so (blocks get the final say)

      • Using pack.mcmeta and updated to version 3 of resources

      • Updated credits

      • Added legs to Sugar Cauldron model

      • Re-added Thin Ice to Creative menu

      • Added Spanish (Spain), Portuguese (Portugal) and French (France) localisation

      • Fixed cascading worldgen lag by moving patches so they don't cross into adjacent chunks

      • Added Weak Stone blocks, that fall after 1 second when walked on and
      • become gravel on landing. Crafted with 4 Stone Slabs in a square. Added
        worldgen options; weak stone is disabled by default. If you enable it,
        expect falls into lava!

      • Made Thin Ice much easier to fall through. Sneak or sink!

      • Fixed players not being able to break blocks unless they are in the air

      • Updated mcmod.info description

      • Increased maximum average ice (and stone) patch sizes from 10 to 14
    Posted in: Minecraft Mods
  • 0

    posted a message on Fragile Glass and Thin Ice (last update 5/11/18. EVERYTHING FRAGILE! Latest version 1.10.0b)

    Hello to any of you out there who still use this mod and check this thread! Sorry about the lack of updates.

    The coming update brings Fragile Glass and Thin Ice to a state which is almost exactly as I envisioned it. That's pretty rare in programming so I'm really happy!

    The main feature is an overhaul of the old glass "physics". Not only does fragile glass break ahead of a predicted collision, so that you can fire arrows through it properly or fall through a roof without hurting yourself and slowing down, but it now supports the Capability system, so modders can now easily make their own fragile blocks and entities that can break fragile blocks!

    At the point of uploading I realised Forge 1.12.1 just came out, so I've basically put out a beta release for those of you who are still on 1.12 (1.12.1 might not be compatible). You can download it here; please let me know of any bugs you encounter.

    Below is a rough list of changes since I last posted on this thread. If you'd rather just go and play the mod, enjoy. And thank you all for over 32000 downloads on Curse!

    • Radical overhaul to glass physics system
    • Capability support
    • Updated credits
    • Improved Sugar Cauldron model (added legs)
    • Using version 3 of the resources
    • Added the LICENSE file!
    Posted in: Minecraft Mods
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