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Showing content with the highest reputation on 03/15/21 in Posts

  1. what comes to mind is that you could extend BlockItem, to make a KettleBlockItem, which places a block with a given blockstate, which you can set when creating a new instance of it in registration... look like the more elegant way of doing it, but I'm really not sure (and after looking at the BlockItem class for a few seconds trying to see wht you could override, I imagine it'd give a headache) and you could change what item the block drops based on blockstate as well
  2. Yes, but you need a custom BlockItem that knows what state needs to be set.
  3. correct, 1.16.4 mods are compatible with 1.16.5, you just need to add to the version range in mods.toml Yes, the vanilla and the forge code were entirely different, for 1.15 it would be easier (you'd still need a new repo), but for 1.12 you would be better off rewriting everything from scracth note that: the forum currently only supports 1.15 and 1.16, don't bother asking for help with other versions I believe this topic belongs under Modder Support, not Forge Gradle
  4. I think you mean subclass.
  5. You should register your features inside their apposite registry event. Also, there is another version of the BiomeGenerationSettings.Builder#withFeature method that takes in a Supplier<ConfiguredFeature<?, ?>>. You can look here to see an example on registering custom biomes with their custom features: https://github.com/Beethoven92/BetterEndForge/blob/master/src/main/java/mod/beethoven92/betterendforge/BetterEnd.java

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