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Kombat Kitten

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  1. That sounds like a good idea, thanks!
  2. I have been able to completely prevent the player from drinking milk. This might not be the perfect solution, so please suggest it if you know something better. The code that prevents the player from drinking milk: @Mod.EventBusSubscriber public class EventListening { @SubscribeEvent public static void useItemStart(LivingEntityUseItemEvent.Start e) { SpellCrafters.LOGGER.log(Level.DEBUG, "start using item"); if(e.getItem().getItem() == Items.MILK_BUCKET) { SpellCrafters.LOGGER.log(Level.DEBUG, "drinking milk"); e.setCanceled(true); } } }
  3. For the mod I recently started building I'd like to make heavy use of (potion) effects. If all effects could easily be cancelled through the use of a milk bucket, that would be pretty broken. Is there a way to change the behaviour of existing items (in general), or (specifically) make the milk bucket less powerful in any other way? EDIT: I'm currently coding for MC 1.15
  4. I added a partially transparent block to my mod and noticed the opposite side of the block isn't rendering. I know that for performance reasons the sides that aren't facing the player will not be rendered, but I'd like to disable that somehow for this block (because it looks weird now). Is there a way to do this? I already have the following methods overriden in my the relevant block class: @Override public boolean isFullCube(IBlockState state) { return false; } @Override public boolean isOpaqueCube(IBlockState state) { return false; } @Override public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.TRANSLUCENT; } blockstates/respawn_altar.json: { "variants": { "normal": { "model": "oam:respawn_altar_model" } } } models/block/respawn_altar_model.json: { "parent": "block/cube_bottom_top", "textures": { "top": "oam:blocks/respawn_altar_top", "bottom": "oam:blocks/respawn_altar_bottom", "side": "oam:blocks/respawn_altar_side" } } Thanks
  5. I get an error because I don't specify every combination of properties in the blockstate JSON. I don't really feel like specifying every possible combination from the, currently, 8 different possbilities of my leaf block because many of them use the same model. Is it possble to tell Forge that every leaf block with "woodtype=silverwood" has the same model, no matter what the other properties (decayable and check_decay) are?
  6. The name says it all. Is this possbile and, if yes, how?
  7. I'm trying to create a custom log block. I've seen some people talking about using things like "parent": "block/cube_all" or "block/cube_colum". How do these people know what all the possible values are? Is there some list online I've looked past or are they looking at the source code of minecraft? (I've tried both but couldn't find anything)
  8. It works. Thanks!
  9. okay, won't do it again
  10. Any idea what could be wrong? I noticed that if I make a syntax mistake in my file I don't get an error, so apparently the file isn't even loaded.
  11. I edited it before there were any replies because I thought no one had read it
  12. I can't craft it
  13. Yes, that's what I did.
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