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ChampionAsh5357

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Everything posted by ChampionAsh5357

  1. I mean...you can use any capability as an example for attaching to an itemstack. First one that comes to mind is the one on BucketItem. Then just swap out with the IItemHandler. If you don't own the item, you just use AttachCapabilitiesEvent. SlotItemHandler? Other than that, pretty much nothing changes.
  2. That's a lot harder. You literally just need two models or simply render the head part manually with the applied texture. And then you just need to create the rendertype with the texture twice. It's literally just what the LivingEntityRenderer is doing twice. The pixel information is stored in BGRA format, so that makes sense.
  3. Why not just make a custom datapack entry and datagen the configuration information for each entity? Or, you shouldn't be setting values dynamically and perform an override else default system.
  4. There are structure settings, but there is currently no way to modify them without overriding the value. The best you can do is have your specific entity check if they are in a structure within the registered predicate via SpawnPlacementRegisterEvent.
  5. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  6. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  7. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  8. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  9. Look at how the LivingEntityRenderer sets the texture and repeat the process in your render method. You already have access to the entity model, so you should know how to render it. As how to separate it, either use two separate models or handle the rendering on the same model in two separate methods or implementations.
  10. Then just make the method implementation yourself.
  11. Opening a menu from an item is pretty much the same way as doing so for a block: call `NetworkHooks#openScreen` and pass in the associated inventory which should be attached as a capability to the stack. You cannot just create the list on the item itself since that would apply globally to all instances of the item in the stack and be incorrectly synced.
  12. Render the head and the rest of the model separately. Apply the player texture to the head and your texture to the rest of the model. Currently, the head texture is being applied to the entire model.
  13. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  14. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  15. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.3 (Latest), 1.19.2, and 1.18.2 (LTS).
  16. Is this a mod you're making or is this for a modpack? Additionally, it's a bit too vague to just say config. Why not use a tag?
  17. With a quick look at the code, it looks to be the exact same process as 1.19.3. All the associated methods are there to accomplish it
  18. While this stops the entity movement, it doesn't stop an entity from ticking which means the logic is still happening. I think in 1.18 you could use the LivingUpdateEvent to cancel living entity logic, but for all other entities, you would need to use some kind of injection into the entity to achieve the desired result most likely.
  19. What's the question supposed to be?
  20. Why not just look at how other commands add those arguments normally? Additionally, you could just load up a 1.19 workspace and translate down the code. The only major changes is potentially the biome type argument, but that exists in some capacity in 1.18.
  21. You need to show your buildscript in question, but my assumption is that you don't have the kotlin container added to the runtime environment of the child projects.
  22. If you're using item properties, there is not effect caused by the player, so the texture normally won't change. You typically need a custom model loader which provides its own itemoverrides if you want something to be effected based on the tag by default.
  23. That's an incorrect assumption. What you should look for is where the chunks are added which happens within `renderLevel`, so every time the game loads a new area because of the camera moving, the chunks that were removed will flicker as they are added in and compiled in the next frame of execution. If you want to properly handle things, you should look into LevelRenderer#applyFrustum where the chunks are added to the field.
  24. It has to do with what you are using to connect with your ip address, either ipv4 or ipv6. From what I've been told, it's likely that one direction is blocking the ipv6 traffic, using ipv4 instead preventing the connection from occurring. As such, you need to change the settings for your device or router to either block ipv6 traffic incoming and outgoing, or don't block either.
  25. If you used the installer jar, it should download to wherever you specified the server to be installed.

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