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Everything posted by SubliminallySublime

  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
  15. I hope one day I can be as helpful as you have been. Thanks for everything. For anyone in the future reading, I have already updated the code above to fix this.
  16. I don't suppose you can think of a way I can have this text only for GUI and not for the world? Looks like if I bake the text onto the model, I cant change it in any way later.
  17. Alright so here goes. If you want to draw text onto an item, here is what I did. Here is the end result. Sorry for the lack of commenting in the code. Head over to this link to see where I got my example from. So to start, you need your item in game. For me, I have just a normal Item that has sub-types. Register your item normally and test that it is in game and textured before continuing. If you have your item in game, next, you will need just one file to declare your new model. For me, I titled this new class ItemElementModel. public cla
  18. GOT IT! Cannot thank you enough. That was the perfect example for me! Updating how I got it in a second.
  19. Thank you, I will see if I can make this work. If I do, I will come back and report for future users sake.
  20. Well, I have been looking significantly for more information but have made no progress with this. The DynBucket code is probably closest to what I need as it is layered like my Items already are, but I just can not process all of this information. I will never ask another programmer to write code for me, but as there are no examples, could I trouble you to provide a somewhat more detailed list of things I need to do to get text to draw for my sub items? I do not understand how IModel dependencies work, to start. Even if I did, I don't know how to access and use it quads. Then the loader is a s
  21. I do. It was generated with Techne, but the original Techne file is gone. All I have left is the code.
  22. I have been searching for a few hours on how I can use the same model I have defined in a class that extends ModelBase for the item version. Right now, the item is just invisible. Looking at an older versions, IItemRenderer was used to do what I am trying to accomplish. From what I can tell, I need to convert the entire model into a json file but that is going to take a while and also require me to learn how to animate it differently. It works as a block so well already, is there any way to have the same model render (at like 50% scale) while it is being held or is floating in the world?
  23. GOT IT. After 5 days, I FINALLY figured this out. Apparently NEI uses JEI as a dependency, but gives JEI control by default. I was supporting NEI not JEI. If you go into NEI settings in game and switch to the NEI panel instead of the JEI panel, everything works fine.
  24. I have added the universal jars for Code Chicken Core, Just Enough Items and Not enough items as libraries from my libs/ directory. I also have these line in my mcmod.info to declare dependencies. "dependencies": ["cofhcore", "nei"], "useDependencyInformation": "true", I have implemented INEIGuiHandler on my GuiContainer and have the following method: @Optional.Method(modid = "nei") @Override public boolean hideItemPanelSlot(GuiContainer gui, int x, int y, int w, int h) { if (gui instanceof GUIContainerTabbed) { GUIContainerTabbed container = (GUIContainerTabbed) gu
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