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Showing content with the highest reputation on 06/19/19 in all areas

  1. Nether Ore Generation works now thanks to @MrTroble. He helped me a lot on the HyCraftHD Discord, and spent quite a lot of time to find out how the things work. My OreGeneration class now looks like this so I made another "public static void" called it SetupNetherOreGen. Inside of that Mr.Troble found out how to change the biome to the Nether biomes.NETHER.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Biome.func_222280_a(Feature.MINABLE, new OreFeatureConfig (OreFeatureConfig.FillerBlockType.NETHERRACK, YOURBLOCK.getDefaultState(), 7/*MaxOreVeinSize*/), Placement.field_215028_n, new CountRangeConfig(8, 10, 10, 128)));// Vein/Chunk Count, MinHeight, MaxHeightBase, MaxHeight The of course add it to your setup function in the main class and it should be working for the nether private void setup(final FMLCommonSetupEvent event) { OreGeneration.SetupOrGen(); OreGeneration.SetupNetherOreGen(); logger.info("Setup method registered"); } GL HF
    1 point
  2. Because of the way you wrote your code ("take the current block state, discard its metadata, create an item stack"), you created a block that doesn't exist. Notice how your oredict code loops over several metadata values for the same block: But that none of those are the same as what you said you right clicked. This is why PickBlock() exists.
    1 point
  3. RenderGameOverlayEvent.Pre (or possibly Post) is the right place, but to just draw something on the screen, I don't see the need to extend Screen (which is what GuiScreen is now called in 1.14). Just draw on the main screen, having checked the element type you want to draw before or after. drawTexturedModalRect() and the various related methods are now all called blit() (overloaded by the parameters they take, which are the same as in 1.12.2 so a direct method rename should be possible), and can be found in AbstractGui. There is a blit() overload which takes a TextureAtlasSprite, so that should work for you. Tessellator/TextureAtlasSprite code hasn't really changed since 1.12.2 as far as I'm aware. Get your sprite from a TextureStitchEvent.Pre event handler as normal. As for 1.13? It's a dead-end. Active development is on 1.14.2 now, and even it's a bit rough right now, it will inevitably improve.
    1 point
  4. i would extend GuiScreen for the Gui (register it on the EventBus on the client side (trough your ClientProxy) then i would use the RenderGameOverlayEvent.Post to draw stuff and check if the event Type is not the ElementType Expierence otherwise look at some tutorials and most of them even if they are outdated you can still use them as reference look trough some of the minecraft gui files that may also help and 1.14 is pretty buggy so i would recommend 1.13 but your choice (i did not mod on 1.14 just fyi)
    1 point
  5. @desht THANK YOU! Finaly it works. First of yes the data.... folder is the right one. And I finally found the problem I've had { "type": "cockmod:block", "pools": [ { "name": "cockmod:cockpool", "rolls": 1, "entries": [ { "type": "cockmod:item", "name": "cockmod:cockingot" } ], "conditions": [ { "condition": "minecraft:survives_explosion" } ] } ] } but I need { "type": "minecraft:block", "pools": [ { "name": "cockmod:cockpool", "rolls": 1, "entries": [ { "type": "minecraft:item", "name": "cockmod:cockblock" } ], "conditions": [ { "condition": "minecraft:survives_explosion" } ] } ] } just change the types to minecraft:item and minecraft:block and then it works. I have only one more question. Can I keep the cockpool for all my items or do I have to change it to something else for each one?
    1 point
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