Ok wow, I guess I didn't look at the op too hard :P. First you will need to register your renderer using RenderingRegistry#registerEntityRenderingHandler in your client proxy. In your renderer class, set the type of the model variable to the class for your custom model. Then, in the blank space in your doRender method, add the model#render to make the renderer actually render your model.
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Mar 31, 2017Posted in: Modification Development
Go ahead and register your custom keybind and inventory. Then make an event handler with an event that will fire every time a key is pressed. Check if the key is your keybind as well as if the armor piece in the leggings slot of the player is your custom leggings. If true, have the game open your inventory. I'm not going to get into the nitty-gritty of the specific code for each step, but there are lots of great tutorials that do.
Mar 2, 2017Posted in: Modification Development
hasItemStack(Item.WHATEVER) is a boolean method used by the player's inventory to see if the player has an item stack containing that item. To use it in an event, it would look something like event.player.inventory.hasItemStack(Item.WHATEVER). In some events, there is a generic entity, not necessarily a player. In this case, check if the event.entity is an instance of EntityPlayer and then cast it.
Feb 20, 2017Posted in: Modification Development
Alright, this brought up a few more problems, but they are all fixable.
1) You are going to want to set up a keybinding system for your mod to properly allow for key presses. Registering keybinds through forge allows players to customize their keys.
2) A keybind is only registered client-side. The entity MUST also be thrown on the server, which means you will need to setup a packet system for your mod to send messages between the client and server. If you find a decent tutorial, it's honestly not all too complicated. Just send a packet to the server when the key is pressed, that way it knows what is going on as well. As it is currently setup, your entity is only spawned in client-side.
3) To actually fix the entity falling flat, you are going to use the setHeadingFromThrower(blah blah) method. This is used to set the direction and velocity with which your entity will be thrown from the player. Your code would look like this. All uppercase parameters can be replaced with the number you actually want.
EntityStaticAttack entity = new EntityStaticAttack(worldIn, playerIn); entity.setHeadingFromThrower(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0, LAUNCH_VELOCITY, INACCURACY); worldIn.spawnEntityInWorld(entity);
Feb 5, 2017picklerok posted a message on [MC 1.10][v2.0] World Tools - A mod to speed up building in creative! • Version 2.0 released 2/5/2017Posted in: Minecraft Mods
World Tools v2.0 released. See OP for details.
Jul 20, 2016picklerok posted a message on [MC 1.10][v2.0] World Tools - A mod to speed up building in creative! • Version 2.0 released 2/5/2017Posted in: Minecraft Mods
Sorry for the late replies:
What version are you using? This was an issue in older versions of the mod but not the newer versions.
I like your mod better when I just used the tools to do everything, instead of having to use commands. It was much simpler to figure out and it took less than five minutes for me to understand it. I only understand half of the current version and I don't like the use of commands. And I don't even know how to erase stuff either. I just had to do two clicks and then use the erase tool and I'm done. This was the only world editing mod I've been able to understand how to use and now it's harder to use. I hope you consider changing it back.
I haven't worked on the new update much but I am going to start work on it again. Anyways, I tried using my own mod for personal projects and realized I hated it too. The hard part is getting complex functionality with simple controls, but the new version will rely very little on commands. I am also considering adding in-game hints so you know what buttons to press to do something (i.e. when holding the cursor, it will say, "Left click to place first position" and "Right click to place second position").
Apr 27, 2016picklerok posted a message on Making a throwable object drop if it doesn't hit a targetPosted in: Modification Development
Do you want to make the entity stick to an object, then return to the player's inventory when they walk near (like an arrow) or make it drop as an item (like when you break a block) onto the ground as soon as contact is made? The latter is simpler, but the former isn't impossible.
Also, if you could post any work you have done so far, it would make helping a lot easier.
Feb 22, 2016picklerok posted a message on [MC 1.10][v2.0] World Tools - A mod to speed up building in creative! • Version 2.0 released 2/5/2017Posted in: Minecraft Mods
Not yet, I hadn't thought of that.
"/wt set state <state>" will only set the block state you wish to work with but the command itself will not affect the world at all. After that, you need to type "/wt fill" to fill the selected area with the set state.
Dec 6, 2015Posted in: Minecraft Mods
I got a prototype of the item editor working, but it still has some kinks in it. I kinda lost steam before I ever got it pushed out though. Maybe in the near future though I can just get that last update out, because it had several other neat features that I am quite excited about.
Oct 10, 2015Posted in: Minecraft Mods
Use the hammer to select a block type, then use "/wt fill" to fill the selected area with the selected block type. You can use the hammer on the air or "/wt set state minecraft:air" to select air. Then when you fill the area, it will be filled with air, effectively doing the same thing as the eraser. If you use the hammer on, for example, stone, and use "/wt fill" then the area will be filled with stone, doing the same thing as what the hammer used to do. The only reason I changed this was to make block selection more compatible with the brush tool. I hope it's not too confusing.
Sep 8, 2015Posted in: Minecraft Mods
Sorry, but without more information, I can't help.
Aug 24, 2015picklerok posted a message on Need help syncronizing a value between the client and server.Posted in: Modification Development
is a really good question that shows you've reached a good point in
your understanding of the Minecraft architecture -- i.e. that the client
and server can be running in separate JVMs and therefore sync can be a
There are already a couple built in methods you can extend for syncing:
1) the DataWatcher. This is limited in what can be sent (simple values, not really NBT), but is simple to use.
the SimpleNetworkWrapper packet system. This allows you to send
anything that you can put into a Java ByteBuf stream. Furthermore, there
is a ByteBufUtils class that allows you to read and write NBT directly
to the ByteBuf. You can sync in both directions.
I suggest you
learn how to use packets, since they will definitely make you a more
powerful modder. I have a tutorial here:
I followed the "Forge Documentation of the SimpleNetworkWrapper packet system" you linked in this tutorial, along with your information of the ByteBufUtils, and it worked just like how I needed it to. Thank you!
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Sep 26, 2013I am getting kind of sick of all of the new biomes. I also don't like biome-specific generation (like emeralds). I wish there were just maybe plains, forests, and deserts, (just a few of the basics), and there was no biome specific generation.Posted in: News
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