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Showing content with the highest reputation since 03/11/21 in all areas

  1. 1.8 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    2 points
  2. You are still reaching across logical sides. Also, what you claim is impossible. It is literally impossible for the server to know that the client attacked before the client has pressed the mouse button. Unless of course Mojang has invented time travel technology.
    2 points
  3. *sigh* <people who know what they're talking about> have already spoken up and told you what you needed to know. You didn't like what they had to say and now you're just being rude. You had some very insightful responses from people. Bottom line, it really isn't done because it really isn't feasible or worth the time. Minecraft is written in Java. I get that that may not be your favorite language, but if you want to do MC in C#, there are no known projects that will let you do this, so you'll have to do it yourself. You do not have the Java chops to do it yet and since there are no proje
    2 points
  4. Well, unfortunately, because of <thing you already know>, it isn't possible because <thing you already know.> As such what you want to do would require <doing things you don't want to do>.
    2 points
  5. Does it work without Botania? Some configurations might randomly change the data sent to botania which then causes an exception.
    1 point
  6. Update Forge, this was fixed with version 1.16.4-35.1.26.
    1 point
  7. The fuck is this class name? https://github.com/GustavoSasaki/Ragnarok-Cards/blob/main/src/main/java/ragnarok_cards/Items/aa.java#L23 Use proper CamelCase naming convention. https://github.com/GustavoSasaki/Ragnarok-Cards/blob/main/src/main/java/ragnarok_cards/Items/aa.java#L77 This condition will never be true. https://github.com/GustavoSasaki/Ragnarok-Cards/blob/main/src/main/java/ragnarok_cards/Items/aa.java#L85 Beyond that I'm not sure, I've not messed with entity loot modifiers myself.
    1 point
  8. DimensionTypes are dynamic since they are now data driven. This means that the associated data can only be accessed whenever a world is loaded. You can get access to this through MinecraftServer#registryAccess which gives you an instance of DynamicRegistries. There is a convenient method there for grabbing the registry called DynamicRegistries#dimensionTypes. Registry is an instance of Iterable on the value.
    1 point
  9. Check out RenderingRegistry and its methods. (Basically call RenderingRegistry::registerEntityRenderingHandler during FMLClientSetupEvent) This sounds concerning. How are you registering everything then?
    1 point
  10. Did you attach the register to the mod event bus? Also, you should probably check what class the "egg" is using and update accordingly. This will remove all the features associated with the egg. Another thing to note is that you shouldn't replace vanilla entries unless absolutely necessary. It could lead to compatibility issues and a few others (although, since you're only modifying a property, it should be fine).
    1 point
  11. Most documentation has not been updated for the recent switch to Mojang names. The method is now called defaultBlockState.
    1 point
  12. }.getDefaultInstance(); again, learn Java... all of the problems would be solved if you knew what you were doing also @Soft-fur dragon just point this guy towards a java tutorial, this forum is not for Java support, it expects at least, a basic understandment of the language
    1 point
  13. you can't have two blocks occupy the same space. however, you could it a property in the slab's blockstate, and use of the blockstate json file to point to different models. then handle the logic on the onBlockActivated, to switch the blockstates
    1 point
  14. Delete the config file it mentions, forge will then restore it with the defaults.
    1 point
  15. Really old Minecraft versions are no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    1 point
  16. Issue with Curious Jetpacks. Make sure it's up to date, report to the mod author if it already is.
    1 point
  17. You can have a look at this: https://bitbucket.org/pelluciddice/ava/src/25660921a9340d7f3d99f2dc790d4852898c8156/src/main/java/pellucid/ava/entities/BouncingEntity.java#lines-40:65 where in this case a grenade.
    1 point
  18. So I spent forever trying to figure this out so hopefully this solves the problem for those of you in the same situation. So we use the BiomeLoadingEvent to catch when biomes are loading and add our ConfiguredFeature. Ore Generation like so: public class WorldGen { public static final ConfiguredFeature<?, ?> yourOre = Feature.ORE.withConfiguration( new OreFeatureConfig(OreFeatureConfig.FillerBlockType.BASE_STONE_OVERWORLD, YourRegistryHandler.YOUR_ORE.get().getDefaultState(), 4)) //vein size .range(12).square() //maximum y level where ore can spawn
    1 point
  19. Both server and client have a copy of the world and thus a copy of the tile entity. You can find information about syncing data to the client version in the docs here: https://mcforge.readthedocs.io/en/latest/tileentities/tileentity/#synchronizing-on-block-update. If you only need the data within a GUI you can use the Container to sync the data instead to avoid unnecessary network traffic. The other way around (client to server) is more complicated - the client generally cannot be trusted (otherwise you enable cheating). Most of the time you need a custom packet that tells the server that
    1 point
  20. The log you posted is a 1.7.10 log. Post debug.log.
    1 point
  21. I should've mentioned that I only took assets and no code, sorry about that. For #2, you have 2 texture U coordinates above 1.0 (the last 2 defined in OBJ file). Changing them to 1.0 makes it look correct.
    1 point
  22. I haven't messed with OBJ models either but..don't you need to specify the texture path in the form modid:item/texture_name here: https://github.com/jvcmarcenes/dicehoard/blob/4e02044bec2bedceebf402ba875ecb9d73593da4/src/main/resources/assets/dicehoard/models/dice/d_six.mtl#L4? After relocating your texture file of course
    1 point
  23. You never register an instance of BarrierTape. Your register method completely ignores the item supplier it is given an instead always registers a plain item with default properties.
    1 point
  24. The log tells you exactly what is wrong:
    1 point
  25. Then you might want to check if the particle displays the same issues on Fabulous graphics. If not, then it's fine how it currently is.
    1 point
  26. Events are explained here: https://mcforge.readthedocs.io/en/latest/events/intro/ Then you just add your button via the method in the event class.
    1 point
  27. Note that this code is (obviously) completely client side, so be careful where you use it.
    1 point
  28. The class i pointed you toward is called DebugOverlayGui. Did you find it? There you can find an example of what you are trying to achieve
    1 point
  29. The class you are searching for reference is called IngameGui. To draw things like mana bars on the screen you can use the RenderGameOverlayEvent
    1 point
  30. I don't think regular spawn eggs work with deferred register. The item registration happens before entities so when registering the spawn egg the entity registry object is no present. Try taking out the spawn egg code and it should work fine. Here is an additional thread on registering entities with deferred register. It also goes over what needs to be done to make spawn eggs work. It is for 1.15.1 but should work pretty well with 1.16.5 as well.
    1 point
  31. if cap IS the enderchest, then it CAN'T be null and vice versa.
    1 point
  32. 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
    1 point
  33. First get the display tag: ItemStack#getOrCreateChildTag("display"). That will give you a CompoundNBT. Then you can use CompoundNBT#getList("Lore", Constants.NBT.TAG_COMPOUND) to get the "Lore" list. then add whatever CompoundNBT entries you want to the list and use CompoundNBT#put("Lore", list) to put the changed list back in the NBT compound.
    1 point
  34. I think you mean subclass.
    1 point
  35. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    1 point
  36. First, second, third, and fourth.
    1 point
  37. Don't try to translate config files - it won't work. They are most likely loaded before the game even knows what language it wants and most definitely they are loaded before your mod's resources are loaded.
    1 point
  38. It took me a while, but I figured it out. Again, I'm new to minecraft modding, and have little experience with any kind of gui creation so it was a little confusing.
    1 point
  39. Vemerion already suggested you basically everything you need in order to achieve what you are trying to do. Where are your doubts coming from? It would be better if you asked for specific bits of information
    1 point
  40. In the future, just delete the libraries folder and re-run the installer. However this really should not be happening, as the installer checks the integrity of every file.
    1 point
  41. Look, when I decided to get into modding C# was the only language I knew. I saw forge and minecraft, were programmed in Java, but I didn't want to learn Java because I loved C#. I looked everywhere for ways to do it and couldn't find none. it's a non-sensical task: you'd need to write wrappers for all the classes that minecraft and forge provides, and then you would need to keep updating it everytime a new mapping or forge/minecraft version came out. it's a lot of work, for very little benefit, the modding communnity isn't big enough for this to be a reasonable project. you could look int
    1 point
  42. I would recommend you start out modding in Java, and then once you feel you have decent command of that, if you still want to try doing it in C# go for it. You'll likely have the tools to make it happen on your own at that point too, and could start assembling your own group around the project. Good luck whatever you choose!
    1 point
  43. What launcher are you using and how exactly did you install Forge?
    1 point
  44. Does the JSON file get loaded if you change the type to a vanilla recipe? As in: Are you sure the JSON file is not the problem.
    1 point
  45. Lex has said that he'll poke around with it when he gets his Mac Mini... however until he gets it and starts poking around there is literally nothing any of us can do because none of us own Macs and we're not all that motivated to go out and buy something expensive, therefor giving money to the same company that broke what you're asking us to fix.
    1 point


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