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Everything posted by ChampionAsh5357

  1. This has to do with very specific circumstances I think. From what I can gather in the codebase, when the fall event occurs, it's near the end of the handling method. As such, the movement wouldn't be applied until the next available tick. However, the player was marked as being on the ground and the jump button not being pressed. That ends up taking precedence and saying, "hey, don't increase the velocity, nothing happened". A special case is when the player takes damage though. A flag gets set to allow the knockback to be applied which takes priority over the being on the ground. As such, the player is knocked into the air since it just takes a sample of the set delta movement. Falling on a block is a different matter as this is called during the Entity#move method after all replacement logic on the delta movement has been applied. This allows the block to do whatever to the delta movement. I apologize for any inaccuracies in this assessment.
  2. Is the error still the same? If so, could you put breakpoints within the client setup event where you register the renderer and attribute creation to make sure both events do run and call their methods?
  3. There's a little error that sneaks by here that explains the issue: 'Caused by: java.lang.NullPointerException: Registry Object not present: industry:default_deepslate'. You statically held an instance of a registry object and classloaded the associated object before registry events have passed. Surface builders are registered after biomes after all. Instead, wrap the instance in a supplier. This should be done for all registry objects including the Features. Just make sure to remember to register the configured data during common setup. At some point, I suggest moving to JSON as your biome could be fully declared within there.
  4. #getPackedLightmapCoords or #getCombinedLight if you don't need the BlockState.
  5. 1. The RegistryEvents class needs to have the mod id in the annotation. 2. Your entity texture is doing nothing in the RenderFakeWither class, override #getTextureLocation and supply.
  6. Please link a paste of the EntityType object initialization, where the associated register is attached to the event bus, the renderer, where the renderer is registered, and where the attributes are registered. I know you might have already sent them, but I would like full context rather than pictures of partial snippets. Also, you shouldn't be passing in a new instance of the Reloadable resource manager. Grab the one within the Minecraft instance and pass that in.
  7. I would believe you would use WorldRenderer#getLightColor in some form.
  8. Aha, this need to return NetworkHooks#getEntitySpawningPacket. Vanilla has hardcoded entries for non living entity types. As such, you need to set it to the custom packet so that the entity will spawn on the client and be rendered.
  9. Can you provide the current class files along with the entity class? I have a sneaking suspicion on what's going on.
  10. It's probably called #getEntityModel then, that's the mcp mapping name.
  11. The (X,Y,Z) coordinates within blender should always be from 0-1. This means that the center would be at (0.5,0.5,0.5).
  12. I think that it has more to do with the inconsistent lighting rather than the roughness of the shape. And I think to deal with that there needs to be something changed within the mtl, though I don't remember what exactly. As for the incorrect location, blocks always need to be offset by 0.5 since the positions are determined by their corners and not by the center.
  13. You don't. Just assume if nobody is being dumb that all logic will be uniformly spread over a period of time. MC logic should be done relative to ticks anyways so you won't have to deal with desynced real world timing.
  14. Don't simplify. Provide an exact paste of the entire class. Simplification means you're filtering out code you think might not be relevant but might be actually causing the error. It's preferable if you can provide a repo to your codebase instead of just snippets though because the above error suggests that you're trying to refer to an unmapped field.
  15. Look at a reference of the perspectives test. If that's the case, you're probably not overriding the render method. Put an override annotation on the method. If it fails, find the correct method signature and adjust.
  16. I'm guessing this is for a TileEntity? If so, it's called once every tick so its constant in terms of MC. As for the time between those ticks, it usually is approximately the same unless some bad logic is causing the ticks to lag behind.
  17. 1. I didn't even look at your class, I looked at the item being registered to which there is no reference to your subclass. 2. The sound is null because it doesn't exist. SoundEvents are objects that need to be registered and then pointed to in the sounds.json. You cannot create them on the fly.
  18. Look at PlayerRenderer#render*Arm, copy the logic, change the texture being passed into the RenderType.
  19. I just told you there is no association. The item model manager has no concept of any models that are not part of an item. If you want to add a special model, you have to pull it directly from the ModelManager and not from the ItemModelMesher. This doesn't explain why it can't be part of the item. You could just use the gui model for the gui transform type and specify the other json mdoel as the first person right/left hand using the perspective model json. The notion of having a completely separate model from the item being thrown imo is outdated and should be respectively attached to the item render itself.
  20. So, why are you trying to make the bullet json separate from the item itself? You seem to be under the assumption that #addSpecialModel attaches the model to your item. It just attaches the model to general ModelManager. However, this seems completely unnecessary as you could just specify this as the item model.
  21. 1. Create a subclass of the item, override the method and append to the text component list. 2. Click on it. Armor stands are made to take any ArmorItem. 3. Create a model texture for the horse and put it in the ResourceLocation specified by your second variable (note you can't just put 'silver' for that value, supply it a resource location with your mod id).
  22. This needs to be registered in ParticleFactoryRegisterEvent. FMLClientSetupEvent is too late.
  23. Inside RenderHandEvent. You just need to do all the logic instead of parts of it.
  24. The inventory of a block is dropped by #onRemove in all vanilla cases.
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