Everything posted by Kombat Kitten
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How to change vanilla item behaviour / nerfing milk bucket?
That sounds like a good idea, thanks!
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How to change vanilla item behaviour / nerfing milk bucket?
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); } } }
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How to change vanilla item behaviour / nerfing milk bucket?
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
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Opposite side of partially transparent block not rendering
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
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Change item name and model based on meta/blockstate
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?
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Change item name and model based on meta/blockstate
The name says it all. Is this possbile and, if yes, how?
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[1.12] model parent argument
thanks!
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[1.12] model parent argument
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)
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[1.12] Crafting recipe not working
It works. Thanks!
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[1.12] custom logs and planks
okay, won't do it again
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[1.12] Crafting recipe not working
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.
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[1.12] custom logs and planks
I edited it before there were any replies because I thought no one had read it
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[1.12] custom logs and planks
not needed
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[1.12] Crafting recipe not working
I can't craft it
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[1.12] custom logs and planks
Yes, that's what I did.
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[1.12] Crafting recipe not working
Hey guys, My crafting recipe doesn't work. Here is the code: { "type": "minecraft:crafting_shaped", "pattern": [ "###", "###", "###" ], "key": { "#": { "item": "minecraft:stone" } }, "result": { "item": "minecraft:stone" } } I've placed the code in resources/assets/oam/recipes/stone.json. I've searched the console output, but couldn't find anything usefull.
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[1.12] custom logs and planks
When should I register the item to the OreDictionary? When I register it right after I've registered the item I get the following error: [17:42:58] [main/WARN] [FML]: **************************************** [17:42:58] [main/WARN] [FML]: * A broken ore dictionary registration with name plankWood has occurred. It adds an item (type: class net.minecraft.item.ItemBlock) which is currently unknown to the game registry. This dictionary item can only support a single value when registered with ores like this, and NO I am not going to turn this spam off. Just register your ore dictionary entries after the GameRegistry. TO USERS: YES this is a BUG in the mod Open Adventure Mod report it to them! [17:42:58] [main/WARN] [FML]: * at net.minecraftforge.oredict.OreDictionary.registerOreImpl(OreDictionary.java:656) [17:42:58] [main/WARN] [FML]: * at net.minecraftforge.oredict.OreDictionary.registerOre(OreDictionary.java:628) [17:42:58] [main/WARN] [FML]: * at net.minecraftforge.oredict.OreDictionary.registerOre(OreDictionary.java:626) [17:42:58] [main/WARN] [FML]: * at com.github.KombatKitten.openAdventureMod.items.OAItems.registerItems(OAItems.java:28) [17:42:58] [main/WARN] [FML]: * at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_6_OAItems_registerItems_Register.invoke(.dynamic) [17:42:58] [main/WARN] [FML]: * at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)... [17:42:58] [main/WARN] [FML]: **************************************** Though it works as it should. Am I doing something wrong? Edit: the error is gone
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[1.12] custom logs and planks
Hello, I want to create a new tree type. Is it possible to add logs and wooden planks that can be used in crafting recipes as normal? Thanks
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[1.12] new registry system example / tutorial
I redid the whole project. I didn't really change anything, but somehow it works now. Thanks for the help everyone!
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[1.12] new registry system example / tutorial
I changed them to static, but it's still not working. I don't think the problem is in the java code so could you take a look at the .json files? I might have made a mistake there
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[1.12] new registry system example / tutorial
Yeah, I already changed them to static because I got an error. Now the error is gone but the block and the item are still using the basic textures (the item is acquirable through /give and the creative tab and the block is placable). I have pushed all the changes to GitHub. Btw, the display name of the block/item is still equal to the unlocalized name, even though I have set up a .lang file. Maybe this could have something to do with de model not loading? Something could be wrong with the registering of the block and item.
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[1.12] new registry system example / tutorial
that's what suprised me too
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[1.12] new registry system example / tutorial
you mean it's empty?
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[1.12] new registry system example / tutorial
I removed it. Still not working.
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[1.12] new registry system example / tutorial
like this? SIMPLEBLOCKI.setRegistryName(Reference.MODID, "simpleblock"); SIMPLEBLOCKI.setUnlocalizedName(SIMPLEBLOCKI.getRegistryName().toString()); I changed unlocalized name of the block too. console output (if that's what you mean): https://pastebin.com/G1Ha0F2T
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