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ChampionAsh5357

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Everything posted by ChampionAsh5357

  1. Biomes are handled through forge registries while chunk generators are handled through vanilla registries. You can find examples of both within the source or the docs. The codec class is essentially a generic algorithm that is not applicable to any one format. This allows different file operations to call this codec to handle in their specific file format. Here's a basic explanation of how to set up a codec. This article is completely independent of Forge itself and is not written by Forge.
  2. I suggest reading about jigsaws and how they work. There is technically no supported system that allows jigsaws to be appended. So, you'll probably need to grab the associated pattern you would like to modify from dynamic registries and append your structure to the specific pool there.
  3. Chunk generators can be declared within json, biome generators are chunk generators. If something can be jsoned, it can most definitely be coded. Getting no replies to the topic either means that the person who viewed means they most like don't know the answer.
  4. Look for a screen that supports searching (maybe a CreativeScreen of some kind) and model after it in some regard.
  5. Forge supports using obj models inside of minecraft. You can view the supported model loaders via ModelLoaderRegistry.
  6. I would suggest reading through the PR where its implemented from. It's only been two months since its addition so there isn't many references other than this.
  7. ForgeGradle 3 is not really documented in a lot of places. Many of the methods are passed by word-of-mouth and the rest is just plain old Gradle. The only reason I was aware of --existing-mod because I remember when that issue first happened when Forge decided to make TagsProvider rely on it. From there, I paid attention to the PR pup put out on fixing it and waited for it to be merged. Best I can say is ask many questions and pay attention to PRs.
  8. Use the latest version of forge for 1.16.4. You can add an argument called --existing-mod in which you specify the modid of the resources you would like to grab from. This is only for generating the data however. If you want to use the models directly, your mod would be a hard dependency on the other mod.
  9. I would suggest taking a look at the current classes available and seeing if its available. If its not, try and find an equivalent implementation. The Features class is a good place to search for how placements are currently implemented.
  10. Take a look at how its done within the DebugOverlayGui.
  11. You should also show where you register the particle and if the deferred register is attached to the mod event bus as that is where the error is located.
  12. If the player is sending it from their client, the client player exists locally within the Minecraft instance using Minecraft#player.
  13. That's quite strange as the modded wall is trying to connect to the vanilla ones but not vice versa. There are two issues I can think of. First, the name of the wall block is wrong, most likely in the namespace. Second, the file is not being built by the test compiler, in which case you can try to edit the file and resave it.
  14. How are you verifying that? Is the wall not connecting to other walls?
  15. An inventory only displays items, they are separate from blocks and should not be used interchangeably. All items are rendered through ItemRenderer.
  16. That depends on what you expect the outcome to be. What is your expected end result? What is the exact issue you are facing?
  17. That's for client providers for reference. Forge only creates providers whenever something needs to be expanded or created. In the case of loot tables, the data providers are a vanilla system and would be located under 'net.minecraft.data'. You can use those references and refer to mcjty's explanation on it. Well, I wouldn't suggest replacing the drops but use a global loot modifier, but that's just an opinion.
  18. It's the same structure as you think it should be. I would suggest looking up how potion effects are stored normally and mimic the pattern. However, this is only supported when using forge and on the result.
  19. This is a java error stating that your inferred type is not an instance of the biome class. I would assume we would find a similar issue within the class itself.
  20. Provide your source of what you have already done and how far in the process you got. Saying you don't understand doesn't provide any context.
  21. Take a look at the Forge FluidStack and its capability implementation.
  22. Nothing has changed between those two versions. However, you should update to the latest minor. It's a snapshot mapping, not stable. Nor is it the latest. That can be found by dming forge-bot '!mcpv' which is present on the Forge discord.
  23. Don't necro an old thread. Create your own topic with your own question and source so that users may help.
  24. Yes, the method should be static though. You won't see any issues in a standalone, but with other mods it will bottleneck other features from generating due to how codecs are handled with unregistered objects.
  25. You need to register the dispenser behavior using DispenserBlock::registerDispenseBehavior.

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