minecraft.client | NET client library for the original version | Video Game library
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kandi X-RAY | minecraft.client Summary
A .NET client library for the original (Java) version of Minecraft. It requires Forge and the Raspberry Jam mod on the Minecraft side.
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QUESTION
I don't understand how to format generic types into this code:
...ANSWER
Answered 2021-Dec-19 at 22:06Your subclass is a generic type but bound to be of type SpiderEntity
QUESTION
In my Minecraft Forge mod for 1.7.10. I am aware that this version is arguably old news, but it is my favorite version and all of my modding experience is with this version.
I am creating a custom TNT block. The issue is the primed version is not rendering. When ignited, the TNT disappears, and then shortly later there is an explosion. If the TNT was placed in the air, the explosion is below like it should be due to the primed TNT falling. The issue is that it is not rendering. When I use fn+f3+b to show hitboxes, no hitbox is shown.
The issue is the entity being spawned on the server does not replicate to the client. I know this because:
Switching out the entity renderer with the default
RenderTNTPrimed
still fails to render at all instead of rendering the default TNT hence my custom renderer class cannot be the issue.Switching out my custom entity class with the copy paste vanilla
EntityTNTPrimed
code also does not solve the problem. If the problem was with my custom entity class then using bona fide vanilla code would fix the problem but it doesnt.The entity and its renderer are being registered using
RenderingRegistry.registerEntityRenderingHandler()
from the client proxy andEntityRegistry.registerGlobalEntityID()
thenEntityRegistry.registerModEntity()
ininit()
(I had tested the client proxy withSystem.out.println()
and the client proxy works).Though the largest evidence of the problem being the TNT spawing on the server but not the client is the fact that removing
if(world.isRemote) return;
from the handlers in myBlockTNT
class causes the TNT to render. However I am not supposed to handle igniting the TNT on the client so I am not supposed to have to removeif(world.isRemote) return;
. Besides doing this is a pseudo fix, because the entity is still invisible when/summon
ed.The constructor for
TNTPrimedCharged
is only being called from the server, andonUpdate()
forTNTPrimed
and thusTNTPrimedCharged
is also only being called by the server, as demostrated by adding print statements and the logs only show them printed from the SERVER thread.
The BlockTNT
class (much of this is derived from vanilla code, but has been designed to take the corresponding custom primed TNT entity class while instantiating, the problem is not here because instantiating a default EntityTNTPrimed
instead of the provided primed
class does render correctly, but I have included this because this code helped demonstrate the origin of the problem):
ANSWER
Answered 2021-Dec-02 at 22:58It turns out the problem was actually not the entity not spawning on the client. The issue was that the fuse
property was being set to 0 on the client even though it is set to 80 on the server. And thus the client side TNT is instantly setDead()
ing itself. Implementing cpw.mods.fml.common.registry.IEntityAdditionalSpawnData
and then setting the fuse property to the correct value in readSpawnData
seems to have solved the problem.
QUESTION
I am making a custom minecraft client. For it i want to make a custom main menu, i try the code:
...ANSWER
Answered 2021-Nov-17 at 16:06You said "the file is not found". This can be caused by multiple things :
- File not in plugin (Seems to be your case)
How to fix:
You should check that they are in good package. In your case, they should be on src/resources
, but you wrote them somewhere else. So, move it to src/resources/moon/gui/bg.jpg
- Not exported in runned jar
How to fix:
It depend of what your are using between maven/gradle/something else, and with their config. But by default, all content of src/resources
is included in jar.
- Not enough permission to read file
How to fix:
You have to check why you don't have permission, and add "read" perm. On linux for example it's with chmod command.
QUESTION
So,I am trying to collect paths from the minecraft 1.8.8 json file only using json file,
Here is the content of 1.8.8.json (if you don't khow):
...ANSWER
Answered 2021-Nov-15 at 12:27Remember that batch and cmd is not suitable to parse JSON file !
But if you insist to use a batch file just give a try with this ugly code :
QUESTION
I'm following this tutorial to create a custom entity for my Minecraft mod. Unfortunately, the tutorial is written for a slightly older version of Minecraft (1.14), and some parts do not work with the latest version. I was up to registering the rendering handler for the entity, when I got this error:
...ANSWER
Answered 2021-Jul-08 at 08:02I eventually managed to get it to work by looking at other mods which work with 1.16, and I replaced
QUESTION
Recently, I have started a modded survival with a decent number of mods. When I loaded the world, everything was A Ok. That is until I tried to rejoin, giving out the error java.lang.IllegalStateException: Lock is no longer valid
. I've looked on other websites and it seems that Optifine is what is causing the crash. I depend on Optifine when it comes to modded Minecraft.
How could I possibly fix this problem while using Optifine also?
Here is the crash report:
...ANSWER
Answered 2021-Jan-28 at 14:55Try logging into the world without Optifine, walking away from where the creeper exploded, then save the world, then come back into with Optifine loaded. I'm no Java developer, so I'm not sure what this error message means, but it sounds something like it ran out of video memory. Optifine is really buggy around particles in 1.16, so it may be something like that. If I use shaders, I have issues with particles. And I have an RTX 2070 Super. Oh, and be sure you're running the latest version of Optifine for 1.16.4.
QUESTION
for my Minecraft mod I've written a custom button class so that when the button is pressed, it sends a packet to the server, to update a capability. The button is also supposed to change texture, so that the button with the same id as the "style" set in the capability, is red, while the others are grey.
However, one of the problems I've come across is that the the next button after the button with the correct id, is the button that is actually turned red (e.g if button with id 0 is the active id, button with id 1 is the button thats turned red instead).
Here's my button class:
...ANSWER
Answered 2021-Apr-05 at 06:09If you want to add logic to compute a value to be passed into a superclass's constructor, you can't use any instance variables or methods from the calling class because nothing about the calling class exists at the time that the superclass's constructor is called.
A static method can be used to run code to compute the value to be passed as a parameter to a superclass's constructor. The same rule mentioned above applies to the code in this static method. Here's how you'd use this technique to compute the value to be passed into your superclass's constructor in place of the computed yTex
value:
QUESTION
I am currently making a Minecraft Mod Loader.
...ANSWER
Answered 2021-Jan-16 at 08:27There is a class named URLClassLoader for this.
As the name says, it can load classes from URLs:
QUESTION
Im pretty new to coding mods, sorry if it is a simple fix. this is the log output: https://pastebin.com/gnFY6Fa3 here's the ModItems.java file
...ANSWER
Answered 2021-Jan-28 at 22:04Changed the MODID from Slimer to slimer and it worked
QUESTION
Recently I've been trying to learn some stuff about Minecraft Modding. I've chosen to use Fabric Mod Loader to make/test mods I'm making.
In doing so, I've working on a recent project (more like test) and it has to do with screens. So enough about that and on to the problem.
So I've made a text field and for some reason the text in it isn't showing up when I type..
Video of the problem: https://streamable.com/ik7j79
The Code: https://pastebin.com/8XtSGpWj
ANSWER
Answered 2021-Jan-21 at 14:17Okay so I found out the problem. It was because I was putting the widgets in the "render" method. I created a new method called "initWidgets" and ran initWidgets()
in the main method and then moved the widgets to the "initWidgets" method and it worked.
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