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Posts posted by ChampionAsh5357
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4 hours ago, Lexjp said:
How do I disable these in a clean way? I'm unsure what the best practice here would be, and particularly lost on how to disable recipes. Would love a point in the right direction
Don't. There's a number of issues that can occur when attempting to disable a particular feature. You should either leave the configuration up to the user through the datapack to disable specific recipes or ore generation. Alternatively if this is really necessary, you could use the config with a conditional on the given feature placement and the recipe conditions.
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We are not Fabric, ask wherever they provide support.
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2 hours ago, perromercenary00 said:
find an itemstack using the Capability<IItemHandler> to use as example
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.
2 hours ago, perromercenary00 said:theres the problem of geting the new inventory from the gui in the container datapart
SlotItemHandler? Other than that, pretty much nothing changes.
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23 minutes ago, Jetug said:
I decided that it would be easier to do this with the resizing of the player texture
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.
26 minutes ago, Jetug said:I think the problem is in this method:
The pixel information is stored in BGRA format, so that makes sense.
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13 hours ago, WizZzLe said:
I would like to know if it is possible to add values to a config after it's been registered and built?
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.
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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.
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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).
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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).
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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).
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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).
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23 hours ago, Jetug said:
I understood the logic, but I don't know how to implement it.
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.
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22 hours ago, YorickBM said:
I can not find a replacement for the part '.chunkMap.resendChunk(chunkaccess1)' since chunkMap contains no function taking argument ChunkAccess
Then just make the method implementation yourself.
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10 hours ago, perromercenary00 said:
i want the dispenser menu to cameout but from the briefcase_item but no idea how to call an menu from an item
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.
10 hours ago, perromercenary00 said:private NonNullList<ItemStack> items = NonNullList.withSize(9, ItemStack.EMPTY);
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.
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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.
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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).
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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).
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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).
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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?
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14 hours ago, YorickBM said:
The command is not the actual problem since that is what i did for that, but the code to change the biome between the 2 locations is what I am troubled with.
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
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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.
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What's the question supposed to be?
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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.
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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.
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1 hour ago, Somnn said:
So I managed to make it work however when I drop the item or when it's rendered within a blockentity renderer class it shows the default texture.
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.
Help me
in Modder Support
Posted
Look at the arguments of DefferedRegister#register. It takes in the name and a supplier of the argument type.