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Showing content with the highest reputation on 05/02/20 in all areas

  1. Oh I misunderstood his question. Yeah you cant have it in a separate recipe tab if its in a custom tab yet unfortunately
  2. as long as he wants it in his own creative tab it will not appear on tools. I already did a brunch and a pull request on GitHub, that will make this possible.
  3. Create a json in data.[MODID].advancements.recipes . Look at the vanilla code for examples
  4. 1 point
    Oh sure. Just saying that there is a reason to put things there, just not this one.
  5. Use DeferredWorkQueue. It's only deprecated as a 'todo': This is being deprecated in favour of a new interface on loading events, to remove confusion about how it operates. #TODO
  6. https://github.com/TechnoVisionDev/Minecraft-1.15.2-Modding-Tutorial/blob/master/src/main/java/com/technovision/tutorial/util/RegistryHandler.java#L20-L21 You did not do the same thing here, he/she has ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus()); BLOCKS.register(FMLJavaModLoadingContext.get().getModEventBus()); and you have ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus()); ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus()); Block items are basically items, you can register them as items (like how you do with other items)
  7. I have an example of something similar here, here and here. I use a World capability (IChunkEnergyHolder) to store a Map containing the IChunkEnergy (which stores a single integer) for each chunk of the World. I use ChunkDataEvent.Load to read the IChunkEnergy from the chunk's NBT and store it in the Map, ChunkEvent.Load to create a default IChunkEnergy for the chunk if it doesn't have one and store it in the Map, ChunkDataEvent.Save to save the IChunkEnergy to the chunk's NBT and ChunkEvent.Unload to remove the IChunkEnergy from the Map. The capability doesn't actually save any data itself, it only exists to hold the Map at runtime. I use ChunkWatchEvent.Watch to send the IChunkEnergy to the client when a player starts watching a chunk. Whenever an IChunkEnergy's stored value changes, it's sent to all players watching the chunk.

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