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ChampionAsh5357

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Everything posted by ChampionAsh5357

  1. 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.
  2. Where are you setting this information? How are you setting it? When are you setting it? Makes sense since it's called on both logical sides.
  3. You would need to use PlayerBrewedPotionEvent.
  4. The docs are updated for this. There is only one major inaccuracy that you may or may not encounter.
  5. What version and can you provide more details?
  6. Sure, although based on what I'm hearing, there's nothing that you can't do via nbt. There's a bunch like the desert pyramid iirc.
  7. Should be able to search for class names or find a type hierarchy for MonsterEntity. I don't use IntelliJ so I'm not familiar with the keybinds.
  8. No, they would be found in your IDE within the dependencies of your project explorer. I think IntelliJ calls them referenced libraries or something similar.
  9. 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. 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. The version of Forge you are using is not supported on the forums. The currently supported versions can be seen in the blue banner at the top of the page. Update to one of the above versions to receive support.
  12. 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.
  13. Probably through the use of PlayerEvent$PlayerLoggedInEvent and checking some boolean you added to the player via capability or stored as a WSD to check if the user has joined the world previously.
  14. Well yeah. Ticking is handled internally by the entities that's called from some function. The method was added by forge so the entity can be updated to not tick hence it can't do anything. So, yes, the method I provided should work as intended.
  15. Use your source to look within the AbstractBlock class for a method named 'use'. If you using the mcp mapping set over mojmaps, then that would be 'onBlockActivated' instead.
  16. You can be new to modding sure, and I'm not putting you down for guessing incorrectly. However, it does say that on every tutorial I just googled for creating custom entity add-ons that the feature is exclusive to Bedrock. So once again, you will need to translate your json to Java within the entity itself. You can use the other entity classes as references on where certain snippets should go.
  17. So what do you want to generate? You seem to either be combining multiple features into one feature based on what I'm seeing. Structures are perfectly capable of being randomized using pools. Currently out of what I've seen though, you don't really have any dynamic data.
  18. Then why did you make your entity as a bedrock behavior pack? Behavior packs do not existing in the Java edition currently.
  19. So to address the points: 1. This is your block, do not use an event. You can just check if the player is sneaking within Block#use. 2. Use the capability on the tile entity or pass in the inventory itself to the server container.
  20. The entire purpose of this feature is incorrect. You're mixing in a placement with the feature. All this feature would do is spawn the block at the specified position passed with maybe the count coming into effect. The placement would determine whether a chunk was valid to spawn in and the height of the feature to start setting.
  21. I will respond when I have time or when I'm looking through these. Also, based on the formatting thing, I guess you're a bedrock addon maker? The json you have provided means absolutely nothing currently as there is nothing to handle that. You need to translate this into java.
  22. What does your feature look like? Based on what I can see, there is a dependency on each chunk to be able to load an eight chunk radius around that for feature generation.
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