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Everything posted by ChampionAsh5357
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Update to latest minor and refresh gradle dependencies again.
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Sorry, I just reread your question and realized it wasn't your api. Use 'implementation' instead of 'compile', refresh gradle, regen runs, and then try again.
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Uhhh, so you try to set the state for the model after you set the state for the model? You would need to remove any code relating to how you built the previous state parser.
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That is within 'src/main/resources'. I was saying for generated files it wouldn't be counted as they are saved to 'src/generated/resources' as specified in your code above which is not within 'main/resources'.
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Yes, that's because it doesn't recognize any existing files with that name. If you want to iterate through the existing files, you will need to add a '--existing' arg pointing to your 'src/main/resources'. Note that this will only cover files in that specific location.
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Make a block delete water 1.15.2
ChampionAsh5357 replied to LostALifeGaming's topic in Modder Support
There's not really a reasonable way to do it. The bigger the water size, the more checks needed and the greater amount of lag on the system. There's no real optimization in something like this other than caching block positions which are water. Probably in a tile entity of some sort since you require some kind of timing feature. Less of a challenge and more of falling into bad habits looking at very problematic code. Hence why we suggest not starting it that way as it only detriments your learning. -
Apologies then. You should probably try refreshing your gradle workspace, regenning your runs, and then select runData.
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Because you're not following it. I don't see a parameter named modid anywhere in here.
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Make a block delete water 1.15.2
ChampionAsh5357 replied to LostALifeGaming's topic in Modder Support
Do java first, then come back and try to do modding. Learning both at the same time is a terrible way to start programming. Highly ambitious and also problematic. Unloaded areas will be affected and it will be editing a wide range of blocks like a multipart. Since it's also not in a standard shape, it becomes even more of an issue. There are a few way I can think of though, but that's regardless of any lag. World#setBlockState or World#destroyBlock should do nicely. -
Isn't compile the old method of doing it? I thought it was implementation now. Also, you probably need to extend the configuration of the api to include your mod compile. Something like this in Example 1.
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Not being rude, but that's never good. How much do you understand about what you're doing? Please give us a link to the repository so that we may see what you already have done or copied from someone else.
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[1.16.3] Texture for custom glass block won't load
ChampionAsh5357 replied to ThatGuyDavid's topic in Modder Support
Makes sense as the blockstates folder is one directory too high. Should be in your modid folder. -
And I quote from the EventBusSubscriber javadocs for the modid parameter 'only necessary if this annotation is not on the same class that has a @Mod annotation.' You should always use existing model. The parent is for your block model, not the block state. Which reminds me, you don't ever show what you want your block model to look like.
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Ah ok, that makes more sense. My knowledge of how the jigsaw manager is limited so I try to eliminate the main issues first. My assumption is having to do with the AbstractVillagePiece and it expecting something different; however, this is a guess as my experience with world generation predates the existence of the jigsaw system.
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If a line of code never gets caught by a breakpoint, it means that it's either never called from either no entries or not registering the event. Yes. You can give a model a parent that it will borrow a structure from. Most blocks parent block/block if anything. Fair enough. Here's a list of every method documented in states/models. That's what you need to do. The block state provider gives you the ability to create a state parser, block model, and item model from the class. Otherwise, it will most likely throw an error if you make a separate item model provider.
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Problematic Code 11
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Issues Setting Up My Workspace (1.14.4 Mac)
ChampionAsh5357 replied to Babelincoln1809's topic in Modder Support
1.14.4 is no longer supported on this forum. Please update to at least LTS 1.15.2 to receive support. -
[1.16.3] Chuck Capability Not Registering
ChampionAsh5357 replied to BeardlessBrady's topic in Modder Support
Yes, protection is an instance. So you need to supply an instance. Take some time to learn functional programming. -
This code looks problematic for a number of reasons: For one, I don't see how the event will run. Two, do you have the build.gradle setup? Three, you're using unchecked model files meaning you don't have anything really set up correctly. Four, don't iterate through an entire block list if you're just looking for a specific case. Five, I think you need to review how the builder works. Six, there's already a simple block state provider that will generate the required block. Seven, you never generate an item for the block.
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[1.16.2] Custom Entity Despawning on Reload
ChampionAsh5357 replied to BlueMond's topic in Modder Support
You removed the super calls from the read and write methods. -
BiomeLoadingEvent, getting the BiomeGenerationSettingsBuilder, and then calling withFeature.
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[1.16.3] Lighting/Shadow issues with blocks taller than 1m
ChampionAsh5357 replied to Fubar's topic in Modder Support
3 I would say is correct. As for the other two, they might be already handled in the BlockItem implementation you'll probably need to extend. I think there's already some tall block placements used for that, but I forget the class name.