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Everything posted by ChampionAsh5357
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You would need to use PlayerBrewedPotionEvent.
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The docs are updated for this. There is only one major inaccuracy that you may or may not encounter.
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What version and can you provide more details?
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[1.16.5] World Feature error, only 3x3 chunk area is load
ChampionAsh5357 replied to Luis_ST's topic in Modder Support
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. -
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.
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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.
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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.
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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.
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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.
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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.
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[1.16.5] Spawn in custom dimension after creating a new world
ChampionAsh5357 replied to PianoManu's topic in Modder Support
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. -
[SOLVED] 1.16.5 Completely stop Entity from moving
ChampionAsh5357 replied to DietmarKracht's topic in Modder Support
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. -
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.
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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.
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[1.16.5] World Feature error, only 3x3 chunk area is load
ChampionAsh5357 replied to Luis_ST's topic in Modder Support
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. -
Then why did you make your entity as a bedrock behavior pack? Behavior packs do not existing in the Java edition currently.
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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.
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[SOLVED] 1.16.5 Completely stop Entity from moving
ChampionAsh5357 replied to DietmarKracht's topic in Modder Support
I believe you can use Entity#canUpdate for that. -
[1.16.5] World Feature error, only 3x3 chunk area is load
ChampionAsh5357 replied to Luis_ST's topic in Modder Support
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. -
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.
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[1.16.5] World Feature error, only 3x3 chunk area is load
ChampionAsh5357 replied to Luis_ST's topic in Modder Support
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. -
Show us what you currently have along with what type of entity you would like it to be. Based on your current description, I will assume it's some hostile mob which requires the following parts: 1. Something that extends MonsterEntity 2. An EntityType to register the factory to create your MonsterEntity 3. Entity Attributes which can be registered via EntityAttributeCreationEvent 4. Entity Spawn Placement which can be registered using EntitySpawnPlacementRegistry#register in the synchronous work queue of the FMLCommonSetupEvent 5. An Entity Model which probably extends SegmentedModel most likely 6. An Entity Texture that maps to the model 7. An Entity Renderer that probably extends MobRenderer that is registered via RenderingRegistry#registerEntityRenderingHandler in the FMLClientSetupEvent 8. Adding Entity Spawns which can be done via BiomeLoadingEvent to existing biomes or via json in your own biomes.
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How would I create a custom biome in 1.16.4?
ChampionAsh5357 replied to AmmuAppuRenju's topic in Modder Support
The process requires a bit more work then. All worldgen stuff is handled through jsons now. You could probably find how they need to be formatted on the mc wiki. So, just format them according to that. You can also look at slicedlime's vanilla world gen extraction for examples. As for getting it in the overworld. You need to do a few things. Existing dimensions use entries hardcoded to be in code instead of through json making them inaccessible from pure json. To get around this, you have to supply a dummy entry and handle it that way. So, register the biome using any forge registry process and supply some dummy biome to the instance. It will be replaced by the json when the server is loaded. Finally, you will need to call BiomeManager#addAdditionalOverworldBiomes within the synchronous work queue of FMLCommonSetupEvent. This adds your biome to the overworld biomes. Note, that this takes a registry key which can be gotten using RegistryKey#get and supplying Registry#BIOME_REGISTRY as the first parameter and the resource location of your biome as the second. In summary: 1. Create biome json. 2. Registry dummy biome to forge registry. 3. Add biome to overworld biomes within common setup. Any other information can be derived from the primer. -
How would I create a custom biome in 1.16.4?
ChampionAsh5357 replied to AmmuAppuRenju's topic in Modder Support
What is this biome being created for? A custom dimension or a vanilla one (e.g. overworld, nether, end).