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About Corgam

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    Tree Puncher

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  1. Thanks for answer! I have used the same solution as CraftTweaker uses for writting "Scripts reloaded" after a resource reload!
  2. Hi, I have implemented a few serializers in my mod, which are reading recipes' json files and loading them. I would like to log all loaded recipes into the console, currently I do it one by one in the recipe constructor, but it spams the console with multiple lines of text. Instead I would love to first load all recipes and then to log all loaded recipes in one line. Is there some kind of event that I can listen to to do that and how can I listed to it?
  3. Hi, I have an item that stores entities' EntityType inside it's NBT when used (right clicked) on some living entity, but there is a problem with Entities that can be interacted with, when you right click them with Item, the itemInteractionForEntity(...) function is not run. Is there a way to skip entities' interaction and run item's itemInteractionForEntity(...) function instead?
  4. Stone, endstone, magma block ect;. So the idea is that I can put ItemStack inside of my block and it will render the block from that stack.
  5. I just found out that one way to do it is to use matrix.scale() and squeeze the block almost into a plane, but it still renders all sided of the block, so it's not efficient.
  6. I have never used Tile Entity Rendering before, so I'm new to this part of modding, could you say how to do it?
  7. Hi, I want to use the TileEntityRenderer, to render just the top side of the block, so just a flat quad with top texture of the block. Is it possible in 1.16.2? I already looked at the BotanyPots mod's code and it's using the private void renderQuadsFlat(IBlockDisplayReader blockAccessIn, BlockState stateIn, BlockPos posIn, int brightnessIn, int combinedOverlayIn, boolean ownBrightness, MatrixStack matrixStackIn, IVertexBuilder buffer, List<BakedQuad> list, BitSet bitSet) from BlockModelRenderer class. But in 1.16.2 it looks like it's a private function and I canno
  8. Hi, I want to add a few mods to my eclipse dev env (jei and Hwyla for now), but I run into some problems. First of all, here is my build.gradle: buildscript { repositories { maven { url = 'https://files.minecraftforge.net/maven' } jcenter() mavenCentral() } dependencies { classpath group: 'net.minecraftforge.gradle', name: 'ForgeGradle', version: '3.+', changing: true } } apply plugin: 'net.minecraftforge.gradle' // Only edit below this line, the above code adds and enables the necessary things for Forge to be setup. apply plug
  9. Is there some tutorial or other mod's github page to get some example code?
  10. I hope there is. I feel like it is a common thing to do for modders, to add new blocks with new sounds, so it would be nice to have a easier methode to implement it.
  11. Hi, is there a way to add new methodes and attributes to the ClientPlayNetHandler and ServerPlayNetHandler classes? I want to create a system similar to the existing advancements system, so my goal is to add a new Manager to the ClientPlayNetHandler and also I have created custom Packets and I want to send and process them in ClientPlayNetHandler and ServerPlayNetHandler Cheers, Corgam
  12. What do you mean? You are talking about the register() methode? It is already implemented in DefferedRegister class. Other DefferedRegisters like Blocks or Items worked this way ModBlocks.BLOCKS.register(modEventBus); And also the problem appears only when I try to create a SoundType object. If I register the sounds and don't use them, they work (I can use playsound command inside minecraft and it works fine)
  13. Hi, I'm trying to make a new SoundType for my blocks, but whatever I do I recieve an "java.lang.NullPointerException: Registry Object not present" error. I'm not sure what's exatly going on, maybe you need to assign sounds later or something? Maybe there is some sort of trick to do it that I'm not aware of? Here is the code and the log: In main file: public Slavthology() { final IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); modEventBus.addListener(this::onClientSetup); ModSounds.SOUND_EVENTS.register(modEv
  14. Yeap thanks, but how exactly can I wait for ticks?
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