Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Wintersky20

Members
  • Posts

    31
  • Joined

  • Last visited

Recent Profile Visitors

607 profile views

Wintersky20's Achievements

Tree Puncher

Tree Puncher (2/8)

2

Reputation

  1. You have a point , but I want to change the entire tile , for input and output in to the blocks Thanks a lot for the replay ,, but I solve it
  2. Ok , I'll try it Thanks for the replay I'll let you know if is working
  3. Ok guys .. So , I'm trying to replace a vanilla block in 1.16.4 but no luck! First I created a Workspace like I always do .. I created a block class for my replaced block: public class ExempleBlock extends CactusBlock /*just an ex.*/ { public ExempleBlock() { super(AbstractBlock.Properties.from(Blocks.CACTUS)); } } Then I tried to register it : First method( copied from an old 1.12 mod by rwTema ) @Mod.EventHandler/* not in 1.16*/ public void preinit(FMLPreInitializationEvent event) {/* not in 1.16 , I think*/ Block blockDietHopper = new BlockDietHopper(); ForgeRegistries.BLOCKS.register(blockDietHopper); } Then I tried to do this with a new registry event //from the exemple mod private void setup(final FMLCommonSetupEvent event){ Block ex = new ExempleBlock(); ForgeRegistries.BLOCKS.register(ex); } no luck Then I tried this : @Mod(ExempleMain.MOD_ID) public class ExempleMain { public static final String MOD_ID = "id"; private static final Logger LOGGER = LogManager.getLogger(); public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, "minecraft"); public static final RegistryObject<Block> BETTER_EXEMPLE = BLOCKS.register("exemple_block", () -> new ExempleBlock()); public ExempleMain() { IEventBus bus = FMLJavaModLoadingContext.get().getModEventBus(); bus.addListener(this::setup); ExempleMain.BLOCKS.register(bus); } private void setup(final FMLCommonSetupEvent event){} } No luck The idea is , I want to modify the TileEntity or the TESR for the vanilla blocks (ex: tools hovering on enchanting table , Nethar anchor GUI, Composter GUI, etc) Note: I use IntelliJ and mdk-1.16.4-35.1.37 And Thanks for every topic
  4. If you want something like elytra, look at minecraft client renderer for entity , and you can find there the entity layers for elytra !
  5. Thank you , you are the best ! The solve is just this small piece of code ! bus=Mod.EventBusSubscriber.Bus.FORGE Again , thanks for helping me !
  6. Oh , ok .. It's a good point ! you make that when player is changing dimension instead of spawning in nether , you spawn in the new dimension ! And i think it's clean enough for a mod that do just one thing !
  7. Oh , ok , you are right I miss that piece of code in the BucketItem: if (worldIn.dimension.doesWaterVaporize() && this.containedBlock.isIn(FluidTags.WATER)) But he can add an event like : PlayerInteractEvent.RightClickBlock just for the nether dimension to place a water source and stop the actual water from the bucket to be placed , if i'm correct ! Yeh , you are right , i dont give him the correct classes to look! My bad, sorry !
  8. Actually , I think this is intended .. you cannot have 2 or more blocks with the same registry name and the same id .. @Animefan8888 suggest to But , as I seid , It will crash!
  9. Actuall , if you look above @diesieben07 comment , I sad that in another format! But you need to change water behavior if you wanna keep the water in the nether! If I remember correctly , is not possible to place water in nether ..right ?
  10. In 1.13-1.15 its harder to change vanilla blocks .. without chrashing your game ! Registering blocks with the same name will crash your game Overriding a whole dimension is harder then changing vanilla blocks ! you are right Another idea is to change water behavior using som events ! then try to spawn the water in the same way that lava is spawned using world generator Search the water and lava classes and nether dimension class , for more information !
  11. Go into minecraft lib. and look for ResourceLocation.class ! I dont think it's necesary to make a new resource location , because you can bind your resources to your mod folder using this.setRegistryName(new ResourceLocation(MOD_ID, "item_name"));
  12. Why you want to do that ? NVM Make a new dimension , same as the nether ! The only way !
×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.