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  1. The problem was, i dont have windows loader or something like that, so now fixed
    1 point
  2. thanks a lot bro i knew i shouldve gone on the actual website instead of the discord
    1 point
  3. Add crash-reports with sites like https://mclo.gs/ Make a test without the mod Roundabout - looks like a client-side-only mod Remove it from the server, keep it in your client
    1 point
  4. The thought process for this would be checking the EnderMan class, as its not behaviour intrinsecally connected to the item but rather the enderman: The EnderMan.isLookingAtMeMethod should return false when a player is wearing your armour piece. In that method you can see a call to ForgeHooks.shouldSuppressEnderManAnger() which uses an ItemStack of the object on the players head. This uses IForgeItem's isEnderMask method that brings you to: default boolean isEnderMask(ItemStack stack, Player player, EnderMan endermanEntity) { return stack.getItem() == Blocks.CARVED_PUMPKIN.asItem(); } which means you can override it on your armour item (since all item classes extend from IForgeItem, including ArmorItem from which you will most likely want to extend from) As for the second thing you'll most likely need to get creative: Using levitation can work if you want to make it floaty, but you most likely want to make it work as if the player is walking on air. I'd suggest something along the lines of checking the block immediately in the direction the player is facing, and if its air, place a transparent, solid block the player will walk on. As the player walks in some arbitrarry direction, keep checking to generate blocks in their path as well as deleting the ones left behind/in any direction the player isn't looking at. You will have to get *even more creative* to think how can you implement it as for only the armour user can stand on air (placing a solid block will make anyone be able to stand on it regardless of if wearing the armour or not) So yeah. First thing pretty straightforward, second one youll have to make your own idea around it.
    1 point
  5. I set the value you mentioned to me and after a few hours of testing the server has worked correctly. Thank you very much for your help
    1 point
  6. I went down to QuestGiver 1.18.2 version 1.0.9, and that seems to have solved the issue. I really appreciate your help.
    1 point
  7. You my man are a genius. Server is running now. I have some Server issues but i guess that depends on my RAM. Thank you!
    1 point
  8. How do you create a forge fake player. Also what sort of things can I do with the fake player. A few questions about forge fake player --------------------------------------------------- Is it possible for me to kill it once its job is done? Can I add items into its hand, as in make it hold an item ? Can other entities detect that is an entity?
    1 point
  9. For Create: Steam and Rails you will need an older Create build
    1 point
  10. it work,thank you so much i hope you the best 🙏
    1 point
  11. ive added theoneprobe, crashed. i removed ascended quark and it works. make it make sense. thank you, TileEntity and please know i only had the courage to post here for help because i kept seeing how useful you are to everyone else so i am super glad you were the one to help me. thanks a lot!
    1 point
  12. This partially helped. Also, thank you for said assistance.
    1 point
  13. Add crash-reports with sites like https://mclo.gs/ Remove the mod nullnite_echo
    1 point
  14. This works! Thank you so much!
    1 point
  15. The Advanced Solar Panels and the IC2 build are not matching - try different builds of these mods until you find a working combination
    1 point
  16. This did work. rip Quark Thank you
    1 point
  17. The company that made the graphics device, as far as I can tell it appears to be using AMD Radeon graphics.
    1 point
  18. Have him update his video drivers, from the manufacturer website, not Microsoft update, and see if that helps.
    1 point
  19. The information from xndir worked for me. Alsp in my case, similar errors appear for fluid blocks in the new version, indicating that adjustments are also necessary. Without these changes, an error message stating “block id not set” will appear. The following code example demonstrates how to correctly configure the fluid block: public static final RegistryObject<LiquidBlock> EXAMPLE_FLUID_BLOCK = BlocksRegister.BLOCKS.register( "example_fluid_block", () -> new ExampleFluidBlock( EXAMPLE_FLUID, Block.Properties.ofFullCopy(Blocks.WATER) .noCollission() .strength(1000.0F) .noOcclusion() .setId( ResourceKey.create( ForgeRegistries.BLOCKS.getRegistryKey(), ResourceLocation.parse( String.format("%s:%s", ExampleMod.MOD_ID, "example_fluid_block") ) ) ) ) );
    1 point
  20. Fabric explains it a bit here, Forge needs to provide a guide for 1.21.3 since the examples are Fabric specific: https://fabricmc.net/2024/10/14/1212.html EDIT: This seems to work but I don't know if this is the proper way to do it. Truly an annoying change especially if you have lots of items and blocks: Old: public static final RegistryObject<Item> ITEM_EGG = ITEMS.register("egg", () -> new Item(new Item.Properties())); New: ITEM_EGG = ITEMS.register("egg", () -> new Item(new Item.Properties().useItemDescriptionPrefix().setId(ResourceKey.create(Registries.ITEM, ResourceLocation.parse("modid:egg"))))); Neo also has more on the topic: https://neoforged.net/news/21.2release/
    1 point
  21. Thank you so much man it worked!
    1 point
  22. I have a problem that I'm facing. Lets say you have a Modded server with AE2 or any other mod. Lets say you place a AE2 Block like you make a whole network. Then one day you decide to remove AE2 from your mods folder. You play the game and your blocks are gone. Then one day you want to add AE2 back but your blocks are gone forever. I need a mod that saves blocks and their block data even though its been removed. I have a server that oscillates from Modded to Vanilla every other day. And it's crucial to save modded block data. This also would apply for entities and items. Yeah that's basically it I don't know how easy it is to make a mod like that. Where the block/item/entitiy data doesnt get remove but thats currently what i need. Also if possible maybe create a temporary block replacement there until the mod has been added back.
    1 point
  23. Ive thought of something like this myself a while ago. Maybe it's something I could take on.
    1 point
  24. I have the same problem, and no idea why this is happening. My workaround is to simply add a language section to my pack.mcmeta, which is quite possibly a bad idea, but it works: { "pack": { "pack_format": 1, "description": "OpenComputers" }, "language": { "en_US": { "name": "English", "region": "United States" } } } Edit: oops, sorry for the semi-necro, I found the topic via google and didn't check the date.
    1 point
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