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Everything posted by ChampionAsh5357
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Those two fields are independent of each other. Specifically, one handles the base speed of the entity while the other handles its implementation within a movement controller.
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I should've put the word map in there. Basically, each biome has an associated registry key which is universally unique. You could grab the registry key of the specific object and pass that into a map to grab an associated object or interface which would allow you to do some custom mechanics for the biomes. It works the same as if it was attached to the object itself, minus a little extra time.
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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.
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How to make structure spawn in village
ChampionAsh5357 replied to KhantNaing's topic in Modder Support
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. -
How do I go about making a GUI with a search bar?
ChampionAsh5357 replied to TheMajorN's topic in Modder Support
Look for a screen that supports searching (maybe a CreativeScreen of some kind) and model after it in some regard. -
How to ose non cubic model as mod-item?
ChampionAsh5357 replied to Drachenbauer's topic in Modder Support
Forge supports using obj models inside of minecraft. You can view the supported model loaders via ModelLoaderRegistry. -
[1.16.4] How can I make a custom world type?
ChampionAsh5357 replied to TK_4217's topic in Modder Support
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. -
[1.16] Adding another mod as existing resource location [SOLVED]
ChampionAsh5357 replied to Tikaji's topic in Modder Support
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. -
[1.16] Adding another mod as existing resource location [SOLVED]
ChampionAsh5357 replied to Tikaji's topic in Modder Support
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. -
[1.16.4] Count Range Config not working
ChampionAsh5357 replied to TK_4217's topic in Modder Support
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. -
[1.16.4] how do i get the entity that a player is looking at
ChampionAsh5357 replied to Rosy162's topic in Modder Support
Take a look at how its done within the DebugOverlayGui. -
[1.16.3] Custom Particle Registry Object not Present.
ChampionAsh5357 replied to Pickle_Face5's topic in Modder Support
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. -
Player for ClientChatEvent [ solved ]
ChampionAsh5357 replied to Kemuri Senpai's topic in Modder Support
If the player is sending it from their client, the client player exists locally within the Minecraft instance using Minecraft#player. -
How to add a block to a vanilla group tag
ChampionAsh5357 replied to MaxAnimator's topic in Modder Support
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. -
How to add a block to a vanilla group tag
ChampionAsh5357 replied to MaxAnimator's topic in Modder Support
How are you verifying that? Is the wall not connecting to other walls? -
[1.16.4] Inventory icon render function
ChampionAsh5357 replied to Maverick's topic in Modder Support
An inventory only displays items, they are separate from blocks and should not be used interchangeably. All items are rendered through ItemRenderer.- 1 reply
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How to add a block to a vanilla group tag
ChampionAsh5357 replied to MaxAnimator's topic in Modder Support
That depends on what you expect the outcome to be. What is your expected end result? What is the exact issue you are facing? -
[1.16.4] How do data generators work with loot tables?
ChampionAsh5357 replied to DemonicElectronic's topic in Modder Support
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. -
1.16.4 Using specific potion for crafting custom item
ChampionAsh5357 replied to lliinnkk10's topic in Modder Support
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. -
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.
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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.
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Take a look at the Forge FluidStack and its capability implementation.
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[1.16.1] Changes in Tree Generation from 1.15.2?
ChampionAsh5357 replied to Kyberkreeper's topic in Modder Support
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.