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Everything posted by ChampionAsh5357
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Sprinting Animation for forge mob? (Geckolib)
ChampionAsh5357 replied to irludure's topic in Modder Support
The target is either set via the mob or, typically, by a `TargetGoal` via the `targetSelector`. See `IronGolem` for an example. -
Minecraft 1.12.2 uses Java 8. Otherwise, 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 1.19.4 (Latest) and 1.18.2 (LTS).
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Can't connect my texture to item 1.12.2
ChampionAsh5357 replied to TopBan4ik1's topic in Modder Support
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 1.19.4 (Latest) and 1.18.2 (LTS). -
[1.19.2] Build takes anywhere from 30 seconds up to 1 minute
ChampionAsh5357 replied to okl's topic in Modder Support
I would think that the issue has to do with your network adapter or its configuration, if disabling it fixed any speed related issues when attempting to pull a file. However, you are welcome to try out some of the solutions for troubleshooting login errors since they usually have an effect on fixing network connections. -
RAD 2 server FTBQuests issue
ChampionAsh5357 replied to TruePestilence's topic in Support & Bug Reports
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 1.19.4 (Latest) and 1.18.2 (LTS). -
Minecraft Java modded server nbt data too big
ChampionAsh5357 replied to Ludowigo's topic in Support & Bug Reports
We are not Fabric; ask wherever they provide support. -
Tipped arrows are now just regular `Arrow` entities that contain a potion or a list of mob effects. This can be checked using `#getPickupItem` on the returned `ItemStack`s `CompoundTag`. You can use the `PotionUtils` helper to read the data. Uncraftable tipped arrows apply custom effects and not a potion.
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How to make custom horse armor? (Forge 1.19.2 43.2.11)
ChampionAsh5357 replied to The Typholorian's topic in Modder Support
Look at vanilla Minecraft and take a look how they create the HorseArmorItem. It's the same process, just instead of a String you pass in a ResourceLocation. -
In order to root out one of the more common issues, we'll need to see your hosts file. Here are the steps to getting this file. 1) Press the Win + R key on your keyboard. 2) Paste the following into the prompt that opens: `notepad %windir%\system32\drivers\etc\hosts` 3) Use Ctrl+A to select everything in the file, then Ctrl+C into the text box to post to this thread.
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[1.19.4] How can we play custom sounds on advancements?
ChampionAsh5357 replied to Feroov's topic in Modder Support
The sound is determined by setting the 'frame' to 'challenge' in the 'display' block of an advancement JSON. There is no way to specify a custom sound to play unless you play the sound manually using `AdvancementEarnEvent`. -
Your request has been submitted and will be handled during the next batch of account removals.
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All datagen entries are loaded before this event iirc. Though, I just remembered there was the `OnDatapackSyncEvent` which happens literally after everything is loaded on the server except for functions and structures, which you don't care about.
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[1.19.2] Config sometimes correcting itself with no reason
ChampionAsh5357 replied to aut1sto's topic in Modder Support
So, if you wanted to do the true implementation, you would probably need to use a BiomeModifier to read the placed features for each biome, execute the PlacementModifier list for each placed feature to get the block positions the feature would spawn in, and then group it by feature. The main issue there is that you have no context what feature is which. You could attempt to use the registry key to find similar naming schemes (e.g., name contains ore or something like that). You would also need to invalidate the data every time the biome modifier is reloaded. Of course, as this is highly complicated to properly implement, it's probably just better to use a config with optional entries to handle your logic. -
Fair point.
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[1.19.2] Config sometimes correcting itself with no reason
ChampionAsh5357 replied to aut1sto's topic in Modder Support
Is the ore or resource a specific block? Additionally, when you mean chunk generator in this context, do you mean you are trying to generate a list of these ores and resources within the positions inside the chunk itself? Are you trying to grab all the ore features that are generated within a chunk? -
It would probably be better to do that in code when recipes are loaded normally. I would use `TagsUpdatedEvent` as it is guaranteed to be executed after recipes are loaded on the server. I'm suggesting this event as `RecipesUpdatedEvent` is only on the client.
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Quick correction to warjort's example, you should be passing in a `Supplier<BlockState>` instead of the raw `BlockState` to support lazy loading such that the parameter is not reliant on registry order. Forge patches this constructor in.
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If you look at how vanilla implements it, you should see it's just as simple as creating a new `StairBlock` with the passed-in block supplier acting as a delegate to handle specific logic.
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[1.19.2] Config sometimes correcting itself with no reason
ChampionAsh5357 replied to aut1sto's topic in Modder Support
Basically, you are adding a reload listener that can have its data repopulated using the `/reload` command. Since it looks like your data is all server related, you would need to listen to `AddReloadListenerEvent` on the Forge event bus and register a `PreparableReloadListener`. The reload listener will be responsible for reading your data into the game whenever the world is opened or the `/reload` command is called. I would recommend using `SimpleJsonResourceReloadListener` instead of implementing your own, as then you just need to implement the storage system and relevant access points from your mod. However, I must ask, what is the point of your configurations? Looking at it even more closely, it looks more related to feature spawn rates in biomes.