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ChampionAsh5357 last won the day on April 27

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  1. I just realized you are using a non-supported version of Forge based on the parameters of the render method as they are pre-1.15. The only versions supported are those in the blue banner at the top of the screen. Please update to one of the above versions to receive more support.
  2. Should be able to search for class names or find a type hierarchy for MonsterEntity. I don't use IntelliJ so I'm not familiar with the keybinds.
  3. That's the point of the MatrixStack. It's a projection matrix transformation for how to draw the element to the screen. So, you can just call #scale on it to scale the entries drawn in this particular case.
  4. No, they would be found in your IDE within the dependencies of your project explorer. I think IntelliJ calls them referenced libraries or something similar.
  5. You need to translate that. And I was suggesting using already existing classes like CreeperEntity, ZombieEntity, and so forth for a base on how the translation might occur.
  6. You're not? There are NO deserializers for behavior packs for entities in Java edition. You need to create the entity data within the class directly. The json file from just a glance looks completely translatable into the format that Java edition uses (which means in code since entities, I repeat, are NOT data driven). And probably not. Entity tutorials for 1.16 are not really existent as it requires learning in more detail about pathfinding and the new brain system. This is not to mention logic is usually unique to the user.
  7. The version of Forge you are using is not supported on the forums. The currently supported versions can be seen in the blue banner at the top of the page. Update to one of the above versions to receive support.
  8. This is not how you add an inventory to a tile entity. It breaks mod compatibility. For this, you should use capabilities. Specifically, you'll want to use the IItemHandler capability and implement on your own TE ItemStackHandler. Containers have special slot handlers that take in an IItemHandler.
  9. Probably through the use of PlayerEvent$PlayerLoggedInEvent and checking some boolean you added to the player via capability or stored as a WSD to check if the user has joined the world previously.
  10. Well yeah. Ticking is handled internally by the entities that's called from some function. The method was added by forge so the entity can be updated to not tick hence it can't do anything. So, yes, the method I provided should work as intended.
  11. Forge has custom model loader support through jsons. For example, there is a model loader for .obj models that takes in the location of the obj model and its material. The omnibus PR has more information on this. As for the actual code, you shouldn't have any reason to refer to RenderSystem at all in a TER. The batch rendering system used by #renderModel should be perfectly capable of handling the shading and culling of your model.
  12. Use your source to look within the AbstractBlock class for a method named 'use'. If you using the mcp mapping set over mojmaps, then that would be 'onBlockActivated' instead.
  13. You can be new to modding sure, and I'm not putting you down for guessing incorrectly. However, it does say that on every tutorial I just googled for creating custom entity add-ons that the feature is exclusive to Bedrock. So once again, you will need to translate your json to Java within the entity itself. You can use the other entity classes as references on where certain snippets should go.
  14. So what do you want to generate? You seem to either be combining multiple features into one feature based on what I'm seeing. Structures are perfectly capable of being randomized using pools. Currently out of what I've seen though, you don't really have any dynamic data.
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