Wow, quite a biting retaliation! You must have a bit of a chip on your shoulder!
- FredTargaryen
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Member for 10 years, 6 months, and 13 days
Last active Sun, Nov, 15 2020 12:55:34
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Mar 24, 2015FredTargaryen posted a message on Direwolf20 App Spotlight: Curse Voice - Easy Mod InstallationPosted in: News
Sounds good; thanks for responding!
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Mar 24, 2015FredTargaryen posted a message on Direwolf20 App Spotlight: Curse Voice - Easy Mod InstallationPosted in: News
I've tried it, and it's really good so far. Do you know if there are plans to add:
- A section for third-party FTB packs
- Compatibility with Razer Game Booster?
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I want to change the line
to
but if I run post-change Minecraft with a pre-change world I get the error
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.
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BETA VERSION 1.1-beta.2
[/b]
I often forget to update this place; the best place to get updates now is my Twitter.
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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.
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:
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.
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VERSION 1.9.0[/b]
I often forget to update this place; the best place to get updates now is my Twitter.[/b]
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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
With the listening method in ModelConch:
For some reason it has the same effect as before, even though head.rotateAngleY and entityPlayer.rotationYaw are different. Very odd.
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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?
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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?
Thanks for reading.
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VERSION 1.9.2
I often forget to update this place; the best place for updates is my new Twitter.
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VERSION 1.9.1
I often forget to update this place; the best place for updates is my new Twitter.
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VERSION 1.8.1 (Minecraft 1.11.2; 1.12.2)
Bringing the mod up to date with current practice...
I often forget to update this place; the best place to get updates now is my Twitter.
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VERSION 1.0.1
I often forget to update this place; the best place to get updates now is my Twitter.
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VERSION 1.8.65
I often forget to update this place; the best place to get updates now is my Twitter.
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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!
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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:
worldgen options; weak stone is disabled by default. If you enable it,
expect falls into lava!
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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!