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  1. Hi. We recently switched to 1.12.2 in Minecraft. I installed Forge 1.12.2 - 14.23.5.2838 and loaded a bunch of 1.12.2 mods. Java version is 8u211. New launcher profile was created for the 1.12.2 Forge after running 1.12.2 vanilla setup. In the launch options, the Game Directory is AppData\Roaming\.minecraft\1.12.2 as the listed location . Mods were placed in a "mods" subfolder therein. All mods worked, except for Orespawn. Orespawn did not work. I removed all the other mods except for Orespawn. It's version is 3.3.1.172 from https://minecraft.curseforge.com/projects/mmd-orespawn/files . I completely closed out Minecraft, then re-initiated the game. Nothing Orespawn is showing up in game. No armor, weapons, mobs, tools, etc. No crash occurs. In the "mods" button under "multiplayer" on the Minecraft opening screen, it shows Orespawn 3.3.1 as loaded, with no children. To summarize, Orespawn is the ONLY mod currently loaded but has no presence in game. Thank you in advance for your help. latest.log P.S. In a separate but related matter, at one point while were playing 1.7.10, I attempted to make minor modifications to the Orespawn mod, changing the image files slightly. When I attempted to re-zip the files and replace the mod, the same problem as above occurred. I am not a programmer so forgive me if this is an errant question, but Is it possible that the versions of Orespawn after 1.7.10 were uploaded by a different person than the original mod author, and the original mod author implemented some kind of code or zipping process to make the jar inoperable if modified?
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  2. For the end I used a costume feature to replace the 1.13 MinableConfig (See attachments) And then added the Feature to the biom using the following line! Feature ft = new MinableFeature(MinableConfig::func_214641_a); Biomes.THE_END.addFeature(Decoration.UNDERGROUND_ORES, Biome.func_222280_a(ft, new MinableConfig(Blocks.END_STONE.getDefaultState(), Blocks.GRASS.getDefaultState(), 30), Placement.field_215028_n, new CountRangeConfig(100, 0, 0, 200))); I hope this helps all of you! Cheers ~MrTroble MinableConfig.java MinableFeature.java
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  3. 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
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  4. PROGRESS! Okay thanks to @HyCraftHD(YT Comments) and @Kaelym searching in the DefaultBiomeFeatures Class did eventually help. I only got it working for the overworld though so it would be great if someone could fiddle around with it to get it working in the nether/end/other dimension. I've made an OreGeneration class that looks like this: I found this OreGen Class by @LTNightshade and edited it so it'd work with 1.14.2 The public static void SetupOrGen() can then be "called" in the setup function in your main class. I realy hope a dimension implementation isn't too hard to pull off. GL HF
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  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?
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  6. Rerun genEclipseRuns and don't touch MOD_CLASSES, modifying it was a workaround for an issue that was fixed and once again things weren't updated.
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