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ChampionAsh5357

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Everything posted by ChampionAsh5357

  1. Then apologies, but then we cannot help you on this forum: 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 1.19.2 (Latest) and 1.18.2 (LTS).
  2. There is `ChunkEvent$Load`, but that is fired any time a chunk is loaded. You can check if the chunk is a proto chunk, but that would be the best you could do.
  3. Yes it can. If you just want to stop ore spawning, simply remove the ore placed features from the associated list in the features object.
  4. You have a lot of methods that return null and don't call the super of a method, which causes plenty of errors. However, the code provided is for 1.16.5, which is not supported on this forum. If you would like to provide the updated 1.18.2 code, I will give a proper answer. Otherwise, I will lock this thread since it is no longer supported. Additionally, the answer I'll provide will not work in 1.16.5 due to the changes past 1.17.
  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 1.19.2 (Latest) and 1.18.2 (LTS).
  6. Provide the entirety of your custom entity class.
  7. Then just use a datapack and remove the ore generation from the JSON.
  8. In what context? The names of the current dimension can always be obtained through a `Level` instance which you most likely have in some interface abstract. There's not really a good way to do this. You could attempt to find all `PlacedFeature`s which are registered for ore generation, but it depends on how other mods choose to implement this. The best you could do would be for vanilla.
  9. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  10. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  11. This forum is in English only, so please provide your posts in that language. Additionally, supply the debug.log as that error does not mean much on its own.
  12. I would look into `BeaconBlockEntity` since it does this exact behavior.
  13. Normally, the spawn chunk is protected from being broken. There is a setting in the server properties that disables this.
  14. Try the direct download link instead.
  15. I would suggest looking into how `BundleItem` does it since I imagine the behavior is exactly the same.
  16. You need to set the blit offset to higher than 150 iirc via `#setBlitOffset` before rendering and reset the value after. Screens still render in three dimensions, it's just that the flat two dimensional like projection makes it difficult to see. The blit offset is used to account for this. Still, you need to render the texture after the item has rendered.
  17. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  18. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  19. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  20. 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 1.19.2 (Latest) and 1.18.2 (LTS).
  21. You need to set the content in `RenderNameTagEvent`. Note, this is a client only event. You will need to sync your manager to the client with the data from the server. You should probably do this every time the kingdom updates. The tick method you have I don't believe does anything since the formatters will set them whenever they need to.
  22. Look at `WorkbenchBlock` and `CraftingMenu` from vanilla. From there, you just need make it possible for the recipe to access the player. If you know some code inspection, it should be simple. From there, come back once you reach a brick in your coding. It's much easier to work from some midpoint so that we can clarify and explain where to go from there instead of teaching from scratch.
  23. JSON replacement is a vanilla system using datapacks. You can modify behavior in any which way without worrying. I've already explained above. Override recipes and loot table JSONs for changing/disabling things. If not supported, use an associated event. Since you want the recipes to be unlocked based upon the player, you will most likely need to create a new block which supports taking in the player as part of the recipe calculation.
  24. How would that generate problems? It would just revert to vanilla behavior on uninstall.
  25. You can override any JSON, so loot tables and recipes can just be modified to handle that. You can even add a custom condition for loot tables that take in the player context such that you can check your player's progress before dropping that loot.

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