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Posts posted by ChampionAsh5357

  1. Recipes have been data driven since 1.12. If you want to develop a recipe system, it is highly recommended to go the datagen JSON system. The only edge cases is if there is some custom logic that is so specific that it needs to be represented in code instead of genericized down to JSON.

  2. The method still exists, it's just under a different name. Forge was originally shipped using the MCP mapping set; however, it switch to mojmaps as of the 1.16.5 RB. So, fields/methods/parameters have different names now (classes will too in 1.17). You can use the forge-bot in the forge discord or the Linkie bot in the linkie discord to translate between the two mapping sets. In this case, the method is called 'setupAnim'.

  3. 1. Don't use OnlyIn, properly side off your code.

    2. You never register your entity renderer, the static method isn't called anywhere so nothing happens. Register it within FMLClientSetupEvent.

    3. Attributes are never registered, same reason. Use the EntityAttributeCreationEvent for this.


  4. 1 hour ago, Astro2202 said:

    The methods mentioned that you're supposed to use to make it work no longer exist and I can't seem to figure out what the new implementation is.

    This statement is a bit incorrect. The methods still exist, they just use a different mapping set (MCP) than what forge ships with the mdk by default (mojmap). You can use forge-bot on the Forge Discord or Linkie on the Linkie Discord to translate from them.

    1 hour ago, Astro2202 said:

    Is this a good way to do it and is WorldSavedData the best way to store my DecayHandlers?

    I would probably use a chunk capability instead and tick logic on loaded chunks since you'd have to check every block if it's loaded other than checking the loaded chunks. You could also use a world capability to store the chunks that have an active capability for more efficient usage.

    • Like 1
  5. 7 hours ago, ZeyX said:

    I had already seen the documentation but it had not helped me. Nothing is explained about how to change the color/texture or how to spawn the particle. Do you have an idea?

    The color needs to be specified using IParticleData since that would be dynamic data which you can look at the example in RedstoneParticleData. Textures are usually any subclass of SpriteTextureParticle. The spawning of the particle is definitely covered on the documentation.


    Show what you currently have. You're asking for specific behavior instead of something more generalized.

  6. Where are you setting this information? How are you setting it? When are you setting it?

    45 minutes ago, Chixen said:

    I did some debug testing and found out that the LivingFallEvent is activating twice or more when I hit the ground, for some reason.

    Makes sense since it's called on both logical sides.

  7. 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.

  8. 56 minutes ago, BudRunBun said:

    Okay, I got rid of unnecessary calls to RenderSystem but how do I fix that strange behaviour? I have no idea how to even scale the model via buffer and I can't find any examples.

    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.

  9. 29 minutes ago, Skullblade said:

    So I can copy and paste the Zombie code into my class, or do I have to translate it? If so... well, I don't know how to do something like that.

    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.

  10. 8 minutes ago, Skullblade said:

    That sounds like replacing an old vanilla entity with a new one. I want to make a brand new one, but I don't know how to do that. Could you direct me to a tutorial or something?

    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.

  11. 2 minutes ago, L0raxeo said:

    public ItemStack[] getInventory() { return inventory; } // sorry I don't know how to do code notation on here I know how to do it on stackoverflow but not here (this is my first time using curseforge forums)

    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.

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