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[1.16.4] Attributes Modify
Oops thought he wanted a speed potion effect.
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[1.16.4] Attributes Modify
Subscribe to PlayerTickEvent (or LivingUpdateEvent if you want to include entities aside from player) and check there if your enchantment is present using EnchantmentHelper#getEnchantmentLevel. There you can use LivingEntity#addPotionEffect to apply the speed potion.
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[1.16.5] (Solved) How to create a custom LootFunction
Nevermind. Restarting eclipse did the trick.
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[1.16.5] (Solved) How to create a custom LootFunction
This is a stupid question, but how to re-import gradle?
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[1.16.5] (Solved) How to create a custom LootFunction
package com.moveon.modified.lootfunctions; import net.minecraft.loot.LootFunction; public class GuaranteedEnchantWithLevels extends LootFunction{ } As for the error, a modified screenshot is posted below. Also, haven't even started writing anything on this class.
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[1.16.5] (Solved) How to create a custom LootFunction
Currently, if I'm trying to create a child class of net.minecraft.loot.LootFunction, eclipse yells at me that the hierarchy is inconsistent. Is this intended?
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[1.16.4]Custom Enchantment problem
1.) Subscribing to an event requires only one parameter. Two or more won't work. 2.) PlayerTickEvent or LivingUpdateEvent is your best option. You need to track the travelled blocks of the player and then do the random chance. (On the side note: I don't like using speed status effect, I'd rather use an attribute modifier to achieve the same thing. This makes it stackable to other movement speed giving items/abilities/whatever) 3.) Check if you properly registered the events. Sometimes this is the usual problem after a long hour session of coding. 4.) Profit.
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[1.16.4]How to add custom enchantment with custom enchantmentType to creative tab like normal enchantment?
Get all the enchantment category from ItemGroup#getEnchantmentCategories Then add yours (preferably you want to convert the array into a list...) After that, set the enchantment category to the one you have just updated. ItemGroup#setEnchantmentCategories
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[1.16.5] Mappings (Method names, field names, etc.)
I noticed there is a sudden change in the mappings from 1.15 to 1.16. Is there some kind of list (like say .txt file or something) that documents on what is changed and what is not?
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Which method should I use to apply a potion effect to an entity?
Just use entity.addPotionEffect that takes in an EffectInstance as its parameter.
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Adding Tag to Entity
Search for class EntityTypeTags. This should help you. Also, it should (disclaimer: i didn't bother to try) work the same way as how this docs tell you how to use tags: https://mcforge.readthedocs.io/en/latest/utilities/tags/
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[1.15.2] How to tint fluids depending on the biome
Try reading this: (note that it doesn't make use of an event) https://mcforge.readthedocs.io/en/latest/models/color/
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DeferredRegistries vs Registry Event Questions
They are just the same. Use whichever you want you find comfortable with.
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Custom Entity spawns as a Pig
Here's an example of how you override things: @ObjectHolder("minecraft:quick_charge") public static final Enchantment QUICK_CHARGE = null; @SubscribeEvent public void onRegistry(RegistryEvent.Register<Enchantment> reg){ //note: The class that you are using should be the one you made for the Enchantment Quickcharge. Enchantment class is an abstract class. reg.getRegistry().register(new Enchantment().setRegistryName(new ResourceLocation("minecraft", "quick_charge"))); } Same thing applies for entity types, etc.
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Custom Entity spawns as a Pig
I don't know why you have so many hacks set when its not even needed. You even overrided the vanilla enchantments and item wrong. take a look at choonster's github. https://github.com/Choonster-Minecraft-Mods/TestMod3/tree/1.14.4/src/main/java/choonster.
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