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ChampionAsh5357

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ChampionAsh5357 last won the day on September 28

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  1. Please show the entire class and the ClockworksDoorModel. I'm imagining you are incorrectly binding information here. The block atlas will not hold your texture unless some block is also using it. Also, RenderMaterials do not contain the full path, just a relative ResourceLocation. I would instead follow the BoatRenderer model here since it will be much easier to use with the current data you are trying to draw.
  2. Did you remember to change all instances of examplemod to your mod id within build.gradle? There is an argument within the data run configuration that specifies the mods to generate data for. If your mod id is not specified there, then no data will be generated.
  3. This is relevant to you since the data is synced to the client only when you tell it to be. Otherwise, it will remain forever empty on the client.
  4. Apologies, but 1.12.2 is no longer supported. You can check the currently supported versions in the blue banner above. Please update to one of those if you would like to receive support.
  5. No, that is applied for every living entity so essentially you would be checking as many times as there are entities instead of once per tick.
  6. 1. Not afaik. 2. The entity is was already added and deferred to load at the correct time already. Follow the event call and you'll see that entities are loaded at a very specific point when processing. Trying to add your own entity at any point in this process would mean you could be loading a chunk that's already loading. 3. No, that is much more difficult.
  7. Reading the javadoc on the event tells you: "Note: This event may be called before the underlying Chunk is promoted to ChunkStatus#FULL. You will cause chunk loading deadlocks if you don't delay your world interactions." As such, you should probably keep a queue of entities added along with the world and position you would like it to spawn at. Then, on the next tick in probably WorldTickEvent, check if the chunk is loaded at the position of spawning and if so spawn the entity. Otherwise, recycle into the queue until next tick.
  8. It triggers but only when the spawn placement is valid. Since there is no sane way of replacing the spawn placements, you most likely cannot do this unless you build your own spawner currently. However, I would say this would be a valid candidate for a PR to expand the conditions to an optional tag.
  9. I'm confused on why you are using reflection. Everything above does not need it. All are public except for the method which just returns itself so it doesn't matter. They are all forge registry entries which you can register normally.
  10. Did you register `RECIPE_SERIALIZERS` to the mod event bus in your main constructor? Also: 1. Do not static init SMITHING_RECIPE_SERIALIZER, just use the registry object. 2. You shouldn't be doing this with getRecipes. Just call the method when needed. 3. registerType and RecipeType are unnecessary, just call IRecipeType#register.
  11. Hey I was wondering if you could take a look at my post, I see your name everywhere I looked while trying to fix this

  12. NetworkHooks#openGui, pass in some INamedContainerProvider. Containers are only tied to the player initializing one.
  13. You should have a container when you need to represent modifiable server side data on the client.
  14. 1. Transfer what subject? The focus of the screen? It's always on the currently open screen. 2. Changing anything on the client does not work, you would need to send a packet back to the server with the change or have the logic execute on the server (preferably the latter). It's a factory to create a container for a specific circumstance. It's not supposed to be reusable for every single thing you do. If you wanted that, do some inheritance to make it to the point where the amount of code needed to modify is minimal. Screens don't have a registry object, they are only present on the logical client. They can be attached to containers to give a server a client form or they can just be standalone. If you're going to open a screen, you can simply just call the display screen method either in Minecraft or ClientPlayerEntity similar to how the sign does it.
  15. Your carvers seem to be working as intended from what I glance. I would suggest looking at the existing CaveWorldCarver since that most likely has what you're looking for.
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