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SubliminallySublime

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About SubliminallySublime

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  1. Thank you! I was not aware FMLCommonSetupEvent had an enque event I could access. I am getting a different crash now but I think I can solve it. I am also correcting my DeferredRegister design. Thank you.
  2. Hello. I am getting this crash on right click with a spawn egg: [00:17:29] [Server thread/FATAL] [minecraft/ThreadTaskExecutor]: Error executing task on Server java.lang.NullPointerException: null at net.minecraft.entity.ai.attributes.AttributeModifierManager.getAttributeValue(AttributeModifierManager.java:67) ~[forge:?] {re:classloading} at net.minecraft.entity.LivingEntity.getAttributeValue(LivingEntity.java:1849) ~[forge:?] {re:classloading} at net.minecraft.entity.LivingEntity.getMaxHealth(LivingEntity.java:1610) ~[forge:?] {re:classloading} at net.minecraft.entity.LivingEntity
  3. https://feedback.minecraft.net/hc/en-us/community/posts/360072551332-Allow-custom-dimensions-to-use-the-same-seed-as-the-save-file- That thread states: I ran into that thread, because my json reads: { "type": "mytestmod:mytestmoddimension", "generator": { "type": "minecraft:noise", "seed": 0, //////////////////////////////////////////////// "settings": "minecraft:overworld", "biome_source": { "type": "minecraft:vanilla_layered", "seed": 0 //////////////////////////////////////////////// } } } We have to manually provide the seed for custom dimens
  4. If the seed is the same, the world is the same right? As long as all the other parameters are correct? May I ask for an example of a custom generator? I can't seem to locate information on that. For the vanilla clone tutorial, I was aware of the page you linked but when I tried it, I got a vanilla world with a seemingly different seed. I figured this was because the random had already been accessed for the overworld. I am going to attempt that again right now, but I think I will need a custom generator. Edit: Is this what you were referring to? Custom .json generator
  5. I have looked for any such tutorial, but as you are telling me they exist, I am checking again. I will edit this comment and my post if I find something that solved this problem. My question is however, if the user has tweaked their overworld settings, can data-driven dimensions hijack and exactly replicate those settings to a different dimension for 1:1 block sameness?
  6. I was wondering if he needs advanced dimensions like I do. Data driven dimensions work, but are they capable of producing and exact clone of the current overworld, settings and all? If so, I have a recent question here that I would love help with as this was possible in 1.12-1.15 but no longer seems possible in 1.16. Edit: I reviewed OPs code. I'm pretty sure data driven dimens will work for his situation.
  7. Did you ever come across a solution? Do the data driven dimensions work for you?
  8. Would you happen to have any insight about my issue above? I am really stuck because it is really radically different from 1.12.
  9. Oh my bad. I was just trying to make a formal request for a feature. It was similar but I didn't think it was the same. Sorry about that.
  10. If you know why my feature request was removed please let me know what I did wrong.
  11. Hey all. Title + Is there any possible way I can update my mod (code below) to 1.16? Can datapacks do this? Am I going about it wrong in 1.16? Here is a brief sample of my problem: I am updating an incomplete 1.12.2 mod I have to the latest version of forge. In my mod, the dimension chunks are supposed to be semi-clones of the overworld (with tweaked settings). In 1.12.2, I could do this: public class TUDChunkGenerator implements IChunkGenerator { protected final World overWorldObj; protected IChunkGenerator overworldChunkGenerator; protected fin
  12. Maybe you misunderstand. I have it up to date, but as someone who enjoys jumping between versions since the mods are more important than the game, I hate when they aren't available across versions. I am only trying not to be hypocritical with my own mods. Having been around since the beginning I am fully aware of how it works. As 1.7.10 is undeniably the most modded version, I figured someone would be able to help. Sorry I asked.
  13. Because the version already exists. I'm just trying to update it. My regular crew decided 1.7.10+ still is not ready. Too many mod authors aren't updating. 1.7.10 may be permanent for us.
  14. I am trying to backport my mod to 1.7.10. I have a 1.11.2 version that uses BlockEvent.NeighborNotifyEvent to detect when a fluid spreads. I need to do the same in 1.7.10. I have notice there is a FluidEvent.FluidMotionEvent But it never seems to be fired. Is there anyway to detect when water changes or when there is a physics update on blocks in 1.7.10? To help rule out any problems here is some code: Event listener /**Handles when a water bucket is placed down over lava.**/ @SubscribeEvent(priority = EventPriority.HIGHEST) public void enderObsidianSpawnWate
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