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Showing content with the highest reputation since 06/17/21 in Posts

  1. Delete C:\Users\NUNYA\AppData\Roaming\.minecraft\config\fml.toml
    1 point
  2. You are using the overload for ModelRenderer.render() that doesn't take rgb parameters and always renders the texture white. Change the call to body.render() in the renderToBuffer() method in your PoggModel class to actually use the supplied red, green, blue, alpha parameters.
    1 point
  3. BlockState#get(Property) eg. someBlockState.getValue(RotatedPillarBlock.AXIS);
    1 point
  4. the first parameter (Property<T>) is a BlockStateProperty and not a block, and the second is the value of the Property os like this: Blocks.ACACIA_LOG.defaultBlockState().setValue(RotatedPillarBlock.AXIS, Direction.Axis.X);
    1 point
  5. you need to get the rotation from the current block, and set the same rotation state to the new stripped block you can do so by using BlockState#with, and set the orientation and you can get a state with BlockState#get
    1 point
  6. It's an event that fires at startup for all mods. There is not much special to it.
    1 point
  7. Registry events happen before FMLCommonSetupEvent. You can't just refer to registry objects in some random static initializer and expect them to already be registered. Either use suppliers (the RegistryObject itself already is one) and call get on demand when you need it or wait until FMLCommonSetupEvent.
    1 point
  8. It will not change for 1.16. Java 16 will only be supported with Minecraft 1.17.
    1 point
  9. 1 point
  10. Why is it forgeserver.jar? Did you rename it?
    1 point
  11. I've done some testing, and there are 3 things that cause the item to move. The first is when you return a success, the item will swing. Updating the returns as previously discussed achieves the desired result in this context. The second is when you return a consume, the item will bob if it is not in use. This means that if you try to use the pan while not able to do any panning, it will bob repeatedly (but not jarringly quickly). If you don't want this, you can return a pass, which has no visual effect. The third is when you set the damage value every tick. This is what causes
    1 point
  12. Please post your code, so that I can see what might be causing this (I won't be able to respond until tomorrow, though, since I need to sleep now). I've never done this before, so my knowledge is limited. Here is a link to the documentation on the topic, though, which seems fairly straightforward.
    1 point
  13. Within Item#use, you should call PlayerEntity#startUsingItem. This will start using the item when the item is used. You can set the maximum number of ticks that the item can be used for with the return value of Item#getUseDuration. While the item is being used, Item#onUseTick will be called every tick, and its integer parameter is the number of ticks left in the use duration. This is probably where you want to put your logic, since you mentioned that the player should be able to keep holding the item to keep the process going. At some point, the player will release the item, whi
    1 point
  14. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Also, common sense/and actually putting in effort by using the search feature of this site would answer your questions. That is the reason we lock old threads, because the questions have been answered a thousand times before during the supported lifecycle of that version.
    1 point
  15. This doesn't work. There is only one instance of your item class, so ALL copies for ALL players will share the same oxidation stage. You need to use Capabilities. Hardness of -1 is unbreakable. Harvest Level of -1 means something else.
    1 point
  16. biome.getRegistryName().equals(Biomes.SWAMP.location())
    1 point
  17. Check if the RessourceLocation from the biome and the RegistryKey#location are equal
    1 point
  18. I've submitted a fix to Forge: https://github.com/MinecraftForge/MinecraftForge/pull/7826
    1 point
  19. Correct. The static initializer where you created your RegistryObjects never executed early enough. Putting them in the same class makes this impossible.
    1 point
  20. Do not put a DeferredRegister and its entries in separate classes.
    1 point
  21. Well, then PlayerLoggedInEvent is not enough. You also need to send the data in PlayerChangedDimensionEvent, PlayerRespawnEvent as well as whenever the data changes.
    1 point
  22. What do you mean? How did you determine this? My guess is you are looking at client/server. Only the server side saves to disk (obviously).
    1 point
  23. Javadocs are built off crowdsourced mappings/docs that change depending on the status of the crowdsourced projects. So, no there is no good javadocs project or website because they always change. You're more then free to build the javadocs yourself for your workspace. And/Or use your IDE's built in javadoc reader. The only/best official docs are https://mcforge.readthedocs.io/en/latest/ created by users in this repo: https://github.com/MinecraftForge/Documentation
    1 point
  24. Some zip managers like to take control of the .jar file extension away from Java. Make sure you have Java installed and try running Jarfix once, then try the installer again.
    1 point
  25. A spawn egg can have its type overwritten by the ItemStack NBT data. Hence getType expects the NBT data being passed in. You can pass null if you just want the egg's default entity type.
    1 point
  26. Currently Java 8-15 are supported. Java 8 is recommended, as that is the version Mojang ships with their launcher.
    1 point
  27. In fact this specifically is the issue. Java 16 is not yet supported.
    1 point
  28. Actually in vanilla the sidebar never disappears in my tests. I have found the bug, just not sure how to fix it yet. Thank you for the report.
    1 point
  29. Note that I am no expert on mappings, and I think generally it is best to use the same mappings as most other people use to make life easier for everybody. However, with that said, this should work: 1. Add this to your build.gradle to create a local maven repo on your computer: repositories { maven { url "file:///${project.projectDir}/mappings" } } 2. Change back the mappings channel (the mappings channel is hardcoded to use 'official', 'snapshot' and 'stable' so you have to use one of those): mappings channel: 'snapshot', version: 'vemerion-mappings' You can
    1 point
  30. https://github.com/MinecraftForge/MinecraftForge/pull/7818
    1 point
  31. Howdy You might find this tutorial useful It works in 1.16.3 see example mbe45... https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe45_commands http://greyminecraftcoder.blogspot.com/2020/05/minecraft-by-example.html Cheers Richard
    1 point
  32. Well it first of all, you need code that checks all the block positions starting from the player position. However, note that as the distance gets farther the number of blocks required grows very large, so you will have to limit the range for checking to about 10 blocks for performance reasons. For the actually checking, you just loop through all the block locations using "for" loops for each of the x, y, and z dimensions and look for the block. Note though you need to check the distance of each of the target type blocks you find to see if you've actually found the closest.
    1 point
  33. You need to offset the vertexbuffer/gl matrix(whichever you are using) before rendering the lines at the desired position. Think of it this way: Every time MC renders the world it offsets everything based on the player's position. The RenderWorldLast event is fired when those offsets are applied. If you want your outline to be stationary and not follow the player you need to 'negate' them by offsetting your rendering back to where it was(0,0,0) and then render at the desired position(x,y,z). So your rendering would then look like calculate offsets offset(-off
    1 point
  34. To find all of the hostile mobs within 5 blocks, List<Entity> entities = world.getEntitiesWithinAABBExcludingEntity(player, player.boundingBox.expand(5.0D, 5.0D, 5.0D)); and then run through those and see which ones are hostile via instanceof. Then, if they are, entity.setDead().
    1 point
  35. Make your own thread and post logs instead of posting in some random irrelevant thread.
    0 points
  36. Ok, so I have this now. Is there a specific code I need to enter in genericName's place (I chose a temporary name because I didn't know what to use) or can I name it something easier to remember?
    0 points


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