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Showing content with the highest reputation since 03/13/21 in Posts

  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. That shouldn't happen because of the sinus and cosinus, at least it didn't happen in my tests.
    1 point
  4. Yes: https://minecraft.fandom.com/wiki/Loot_table#Tags (see "entries"). It will drop all of them.
    1 point
  5. 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
  6. If you already have a IBakedModel implementation, you could create your own ItemOverrideList that gives you the correct model based on the stack tag.
    1 point
  7. Most documentation has not been updated for the recent switch to Mojang names. The method is now called defaultBlockState.
    1 point
  8. public ItemStack return new ItemStack(Iteminit.TELE_STICK.get()); what is this line that's in the paste bin?? please learn basic Java
    1 point
  9. Delete the config file it mentions, forge will then restore it with the defaults.
    1 point
  10. Really old Minecraft versions are no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    1 point
  11. Issue with Curious Jetpacks. Make sure it's up to date, report to the mod author if it already is.
    1 point
  12. The position given by the placement is only the starting position of the ore gen. The ore gen then generates in a patch around that position, so can end up higher (depending on your vein size).
    1 point
  13. 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
  14. If RayTraceResult#getType returns BLOCK, then you know the ray trace is an instance of BlockRayTraceResult which has a method called #getDirection (or #getFace in MCP) exactly for that.
    1 point
  15. 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
  16. Containers already take care of synchronizing the inventory, there is no need to do it manually.
    1 point
  17. 1 point
  18. Did you update the mappings, because hardnessAndResistance() should still work in 1.16.5? I think it is called strength() in the official mappings.
    1 point
  19. 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
  20. https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/ Capabilities are a way to store additional data to certain objects, you can create a class that holds the data and behaviour that you want, then register it to the capability manager
    1 point
  21. 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
  22. 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
  23. It depends™. For a GUI that just has inventory slots, you don't need custom packets, as inventory GUI handling is already implemented by Minecraft. If you have some data that just needs to be available on the client in the GUI (but not updated), you can send this via the extra data parameter of NetworkHooks.openGui. Only if you have data that needs to be continuously up to date on the client while the GUI is open or the client needs to send data back (e.g. because of a button press) do you need custom packets. You can store the additional slots in a player-attached capability an
    1 point
  24. 1 point
  25. Lieber diesieben07, Ich weiß nicht wie ich mich bei Ihnen so bedanken kann, dass es Ihnen klar werden könnte, wie sehr Sie mir bei dieser anstregenden Zeit geholfen haben und damit den weg zum spielen mit meinem Freund ermöglicht haben. Anyways like I literally see 99% of posts responded by you so much thanks you will remain as a Minecraft celebrity forever in my heart. Have a good day! (It worked btw)
    1 point
  26. Your argument's parse method does not actually consume the string it parsed. You need to use one of the read*** methods so that the command system knows how much of the command input you processed.
    1 point
  27. .create doesn't exist. i notised too. .hardnessAndResistance doesn't exist for me i use .strengh i use .of for it it might help
    1 point
  28. Something seems very much fucked up about the installation... What kind of drive is "E"?
    1 point
  29. look at the else case when outside [0,10) range in WorldRenderer. So -1 will remove damage.
    1 point
  30. The F3 debug screen has a similar function to what you are searching for. If you think about it, on the right it shows you the the name of the block you are looking at. Maybe try looking how vanilla implements that?
    1 point
  31. 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
  32. 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
    1 point
  33. Yes, but you need a custom BlockItem that knows what state needs to be set.
    1 point
  34. if cap IS the enderchest, then it CAN'T be null and vice versa.
    1 point
  35. I think you mean subclass.
    1 point
  36. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    1 point
  37. 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
    1 point
  38. If you are sure you are only on the main server thread or the main client thread it should work fine. However you basically always have a World. getUseDuration now is the first thing I have come across where it doesn't work.
    1 point
  39. First, second, third, and fourth.
    1 point
  40. 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
  41. 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
  42. Yeah its definitely saving, but you were right, I checked my readNBT method and I was using the wrong setter method, It works now, thanks
    1 point
  43. 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
  44. world.spawnEntityInWorld(new EntityItem(world, x, y, z, new ItemStack(Blah item here))); Should do what you want
    1 point


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