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Posts posted by ChampionAsh5357

  1. 6 minutes ago, awesomedude3595 said:

    Is there a way I can get this to work in 1.16.5 I had already set it up as on the website you sent but it doesn't appear to work in 1.16.5

    1.16.5 uses mojmap mappings and as such the method names are different compared to mcp when this tutorial was written. You will need to use either the forge bot on discord or linkie to find the translations. Eventually, I'll get around to updating this as there are a few better things to do in the current code like instead of sticking it in an interface to use DistExecutor and call somewhere else.


    1 minute ago, awesomedude3595 said:


    You should specify the modid in the string name; otherwise, this will conflict with other mods adding silver armor.

    2 minutes ago, awesomedude3595 said:


    Never use OnlyIn. It is for forge internal use only.

  2. There is no such thing as a mirrored voxel shape. The #mirror and #rotate methods within Block are specifically for handling BlockState rotations within nbt structures, nothing more. If you want the VoxelShape to be rotated, you would need to construct the rotation yourself and apply it when necessary. It's always good to precompute all possible rotations and access them via a bit mask.

  3. There is no multipart library for 1.16 unfortunately. Best you could do would probably be to have the campfire as a block with some property that determines whether the kettle is on it or not. The kettle could then be an item or a block if you want to place it separately. You would then probably use some right click action to separate the blocks and attach them together. Note that this would still be just a BlockState.

  4. 10 minutes ago, Turtledove said:

    Wait, I'm getting this weird effect where there's extraneous layers to the model where there shouldn't be.


    I'm wearing nothing but the helm, and I've temporarily unparented the helm's model to BipedModel's head and the model has no headwear, but this is happening:


    Makes sense, it's using the default biped model which reserves a 64x32 space for the actual armor. So any data drawn within that space will be reflected on the default model.

  5. 20 minutes ago, blinky000 said:

    my first problem is onItemUse  seems to fire twice , maybe click, and release click? 

    It's fired on the logical client and logical server. Most likely you'll only need to execute the logic on the server.

  6. 10 hours ago, SapphireSky said:

    I don't suppose there's any way to make this so much less work and just use standard JSON item models as armour instead...?

    If you're translating individual files, there's not much you can do about it. You could use the updateMappings gradlew task, but that's better for large batches of code. As for JSON item models, that is a much more complicated issue that involves layers and custom transform types. While still possible, the tradeoff isn't really worth it.

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