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Showing content with the highest reputation on 01/09/20 in all areas

  1. You'll want an ItemStackHandler field + capability + container + screen. My HeatCollectorTileEntity is probably the simplest thing in my example mod. All that should be required is increasing the size of the ItemStackHandler and changing the container + screen.
    1 point
  2. We aren't stopping you. Its not illegal. It just might not be wholly accurate.
    1 point
  3. You should be able to use the chunk load event. You can save the last ash amount to a chunk capability, and if that amount is less than the world ash amount, update it.
    1 point
  4. What the fuck you have a whole tutorial section that I never saw, you really should to create a place on forge forum with all that usefull tutorials that are not so easy to find out. For people who want to check his amazing tutorials: https://cadiboo.github.io/tutorials/1.15.1/forge/
    1 point
  5. https://github.com/Cadiboo/Example-Mod/tree/1.15.1/src/main/java/io/github/cadiboo/examplemod/tileentity/
    1 point
  6. Finally. Give me a couple hours and I’ll have pushed my changes to ExampleMod and my tutorials that make all registration use DeferredRegisty.
    1 point
  7. The docs site is great, but it does need 1.14 and/or 1.15 branches to be created. 1.13.x is basically dead now, and 1.12 is no longer supported. This was even mentioned in a recent pull request: https://github.com/MinecraftForge/Documentation/pull/239 On the same topic, even though there are a few recent pull requests, the last commit to 1.13.x was 5 months ago. I'm not having a dig at anyone here - I know everyone has busy lives - but it does suggest that the docs site could benefit from one or more dedicated maintainers. (Hey, once a 1.14 branch is created, I'll write up pages on particles and container/gui registration )
    1 point
  8. Based on comments from Lex on my PR for global loot modifiers (so that modders don't need to replace loot tables when creating new enchantments and other effects), one of the sample test mods is set as making a specific item act like silk touch (the use-case was someone wanted one of their mod items to silk-touch harvest glass blocks and only glass blocks, the test mod doesn't do the check for glass, but the general process is going to be the same). As such, invoking the existing loot tables with the extra context parameter (or rather, a modified itemstack parameter) in order to not make assumptions about what silk touch actually does (as someone could create a block that drops something besides itself when harvested with silk touch) to generate the correct loot is the correct approach. However, this requires rebuilding the LootContext object and Lex made this comment: https://github.com/MinecraftForge/MinecraftForge/pull/6401#discussion_r363968404 What is the better way to do this? Using reflection to access the private-final fields does not feel correct to me, as any changes made need to be undone after invoking the loot table generate (as there may be future loot modifiers waiting to be processed), which is why I (attempted to) clone the context object.
    1 point
  9. I would look at the methods in IWorld and IWorld reader that deal with collision shapes. I’m not sure if they’ve been renamed/unmapped in 1.15.1. Here’s some 1.14.4 code that uses them https://github.com/Cadiboo/NoCubes/blob/2cebf4e0e61eac96ab8490d3830f35953a8e9575/src/main/java/io/github/cadiboo/nocubes/client/ClientEventSubscriber.java#L417-L424
    1 point
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