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Showing content with the highest reputation on 07/19/20 in all areas

  1. This is what the gilded blackstone's json looks like,i did change what item it drops with silk touch and what item it usually drops. Basically, depending on the fortune level the gold nugget has a different chance to drop (from 10% at nothing to 100% at fortune 3). Changing anything about the gold nugget's functions/conditions makes the item no longer be random, and instead give the first one even if i add weight to them { "type": "minecraft:block", "pools": [ { "rolls": 1, "entries": [ { "type": "minecraft:alternatives", "children": [ { "type": "minecraft:item", "conditions": [ { "condition": "minecraft:match_tool", "predicate": { "enchantments": [ { "enchantment": "minecraft:silk_touch", "levels": { "min": 1 } } ] } } ], "name": "fossilsandstuff:cretaceous_fossil_deposit" }, { "type": "minecraft:alternatives", "conditions": [ { "condition": "minecraft:survives_explosion" } ], "children": [ { "type": "minecraft:item", "conditions": [ { "condition": "minecraft:table_bonus", "enchantment": "minecraft:fortune", "chances": [ 0.1, 0.14285715, 0.25, 1.0 ] } ], "functions": [ { "function": "minecraft:set_count", "count": { "min": 2.0, "max": 5.0, "type": "minecraft:uniform" } } ], "name": "minecraft:gold_nugget" }, { "type": "minecraft:item", "name": "fossilsandstuff:brachiosaurus_raw_fossil" } ] } ] } ] } ] }
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  2. This has fixed it thank you so much for your help This thread can be close.
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  3. Downgrade your forge version to at least .66 There were changes in .67/.68 that kind of broke commands in some mods
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  4. Jesus christ. https://github.com/MinecraftForge/MinecraftForge/blob/1.15.x/src/main/java/net/minecraftforge/registries/DeferredRegister.java#L93
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  5. First, this post should be in the Modder Support forums, as this sub-forum is for user bug reports and support requests. Second, 1.16 rewrote many of the internals regarding dimensions, to make way for data-driven dimensions (JSON files defining dimensions). I may not have first-hand experience, but it might've been removed because it serves no purpose anymore, due to dimensions being defined by JSONs and all that.
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  6. Well I figured it out; maybe this is helpful for 1.14.4 and beyond too. Declare a Vec3d representing the offset in the world. This is how much the world will be translated around the camera. The following statements transform that world offset into screen coordinates, so that no matter where the player is looking the camera moves by the same offset in the world. Vec3d alignedToYaw = rotateAroundVector(offsetVec, new Vec3d(0, 1, 0), player.rotationYaw * Math.PI / 180); Vec3d alignedToPitch = rotateAroundVector(alignedToYaw, new Vec3d(1, 0, 0), player.rotationPitch * Math.PI / 180); //Put rotation first, so it comes out, then turns at the point it came out to GL11.glRotatef(prevRotationRoll + (rotationRoll - prevRotationRoll) * f, 0.0F, 0.0F, 1.0F); GL11.glTranslated(alignedToPitch.x, alignedToPitch.y, -alignedToPitch.z); If you swap the rotate and translate, this is effectively rotating your offset vector and you won't see a camera tilt. rotateAroundVector is a function that takes one vector and returns the rotated vector using another vector as the axis. You can implement your own or see an example implementation here.
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  7. You could probably just do the render call yourself in one of forges render events. Looking at why the player isn’t rendering (where the code is that disables it) would be a good start to deciding where to do the render call from. Personally I don’t think that Pixelmon is a good source, I would look at the vanilla code to understand what is going on, then at the pixelmon code to see what they do and then I would write my own implementation.
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