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Allow options for where a biome will generate when using Biome Managering Biome
Biome Manager currently provides only one type of biome generation for overworld biomes, and that's land-mass biomes like Forests or Deserts. Give us more options to allow us to add biomes that generate like shores, or islands.
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Health Attribute Modifiers not updating current health properly
I've made a mod which can apply attribute modifiers to wolves via special collars: https://www.curseforge.com/minecraft/mc-mods/enchanted-wolves I've run into an issue where removing a collar doesn't update the current health to match the new max health. Adding a collar doesn't update the health either, and restarting the world resets the current health to the original max health. All other modifiers are functional, it seems to be just the Health modifier. Is this a mc/forge bug or am i doing something wrong? How could I fix this? Code: https://github.com/Javisel/EnchantedWolves
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NullPointerException when trying to use GetDefaultState().WithProperty
ah, dumb mistake. It works now. thanks.
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NullPointerException when trying to use GetDefaultState().WithProperty
Here it is. ForgeForums wouldn't let me post more then two links, sorry I lower cased it to perfectly match it's registry name and it still doesn't function. Same error.
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NullPointerException when trying to use GetDefaultState().WithProperty
Due to the recommendations of some modders on the Modded Minecraft discord i've moved from initializing my items and blocks in class to making Object Holders and initializing them in Registration. After this change however, any block with an IProperty that has getDefaultState invoked will produce a nullpointerexception and I have no idea why. Currently I have a workaround by initializing them in class again but this defeats the purpose of moving to object holders. Example Crash ` Block Registration Class
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Checking if a player swung with full attack power
I tried it. It works! Thank you!
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Checking if a player swung with full attack power
I'll try these suggestions, thank you
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Checking if a player swung with full attack power
Oh, my bad. What about Sweeping Edge? The sweep effect is only activated when the swing was done with full strength. I took a look at the code for it in EntityPlayer and couldn't really understand it or replicate it's effects. Is it impossible to do so?
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Checking if a player swung with full attack power
Do you think it'd be possible to use getCooldownPeriod() somehow? I've tried but that hasn't worked. So i'm wondering if my implementation is incorrect and if there's a better way
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Checking if a player swung with full attack power
I've tried both numbers and it won't work. I'm trying to figure out if it was swung with 1.0F power, not if it is currently at 0.5f or 1.0F power.
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Checking if a player swung with full attack power
Sorry my bad. Here's a link to the item: Link
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Checking if a player swung with full attack power
I tried that, but it didn't work.
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Checking if a player swung with full attack power
I'm overriding the HityEntity method in Item to do something for the player. But for design choices/balancing I need to gate it behind weapon charge time. I'm trying to figure out how I can detect if an attack was done with full power to prevent spam clicking. I tried looking into EntityPlayer's and how it handles sweeping edge but I don't really understand it. Project Source Code
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FilenotFoundException after Refactoring Code
Per the recommendations of someone on the Minecraft Mod Development Discord, I renamed my files to match java naming convention. While doing so I decided to test the game to see if anything broke, and lo and behold it did. I'm getting a FileNotFoundException for ClientProxy, but all the imports are correct. So what gives? I'm using IntelliJ IDEA as my IDE. crash-2019-07-15_00.15.04-client.txt Source Code
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Error Loading Json Model
I'm at a loss, I don't know how to fix this error. I'm creating a custom model for my block through Json. I used blockbench json editor to do it. But when i get in game the block has no texture or custom model. Console Output Json File { "forge_marker": 1, "credit": "Made with Blockbench", "textures": { "2": "blocks/gold", "3": "blocks/glass", "quartz_block_side": "blocks/quartz", "trappedmoon": "blocks/trappedmoon" }, "elements": [ { "name": "bottom", "from": [0, 0, 0], "to": [16, 1, 16], "faces": { "north": {"uv": [0, 0, 16, 1], "texture": "#2"}, "east": {"uv": [0, 0, 16, 1], "texture": "#2"}, "south": {"uv": [0, 0, 16, 1], "texture": "#2"}, "west": {"uv": [0, 0, 16, 1], "texture": "#2"}, "up": {"uv": [0, 0, 16, 16], "texture": "#quartz_block_side"}, "down": {"uv": [0, 0, 16, 16], "texture": "#2"} } }, { "name": "top", "from": [0, 15, 0], "to": [16, 16, 16], "faces": { "north": {"uv": [0, 0, 16, 1], "texture": "#2"}, "east": {"uv": [0, 0, 16, 1], "texture": "#2"}, "south": {"uv": [0, 0, 16, 1], "texture": "#2"}, "west": {"uv": [0, 0, 16, 1], "texture": "#2"}, "up": {"uv": [0, 0, 16, 16], "texture": "#2"}, "down": {"uv": [0, 0, 16, 16], "texture": "#quartz_block_side"} } }, { "name": "northwestpillar", "from": [0, 1, 0], "to": [1, 15, 1], "faces": { "north": {"uv": [0, 0, 1, 14], "texture": "#2"}, "east": {"uv": [0, 0, 1, 14], "texture": "#2"}, "south": {"uv": [0, 0, 1, 14], "texture": "#2"}, "west": {"uv": [0, 0, 1, 14], "texture": "#2"}, "up": {"uv": [0, 0, 1, 14], "texture": "#2"}, "down": {"uv": [0, 0, 1, 14], "texture": "#2"} } }, { "name": "northeastpillar", "from": [15, 1, 0], "to": [16, 15, 1], "faces": { "north": {"uv": [0, 0, 1, 14], "texture": "#2"}, "east": {"uv": [0, 0, 1, 14], "texture": "#2"}, "south": {"uv": [0, 0, 1, 14], "texture": "#2"}, "west": {"uv": [0, 0, 1, 14], "texture": "#2"}, "up": {"uv": [0, 0, 1, 14], "texture": "#2"}, "down": {"uv": [0, 0, 1, 14], "texture": "#2"} } }, { "name": "southeastpillar", "from": [15, 1, 15], "to": [16, 15, 16], "faces": { "north": {"uv": [0, 0, 1, 14], "texture": "#2"}, "east": {"uv": [0, 0, 1, 14], "texture": "#2"}, "south": {"uv": [0, 0, 1, 14], "texture": "#2"}, "west": {"uv": [0, 0, 1, 14], "texture": "#2"}, "up": {"uv": [0, 0, 1, 14], "texture": "#2"}, "down": {"uv": [0, 0, 1, 14], "texture": "#2"} } }, { "name": "soutwestpillar", "from": [0, 1, 15], "to": [1, 15, 16], "faces": { "north": {"uv": [0, 0, 1, 14], "texture": "#2"}, "east": {"uv": [0, 0, 1, 14], "texture": "#2"}, "south": {"uv": [0, 0, 1, 14], "texture": "#2"}, "west": {"uv": [0, 0, 1, 14], "texture": "#2"}, "up": {"uv": [0, 0, 1, 14], "texture": "#2"}, "down": {"uv": [0, 0, 1, 14], "texture": "#2"} } }, { "name": "westglasswall", "from": [0, 1, 1], "to": [1, 15, 15], "faces": { "north": {"uv": [0, 0, 14, 14], "texture": "#3"}, "east": {"uv": [0, 0, 14, 14], "texture": "#3"}, "south": {"uv": [0, 0, 14, 14], "texture": "#3"}, "west": {"uv": [0, 0, 14, 14], "texture": "#3"}, "up": {"uv": [0, 0, 14, 14], "texture": "#3"}, "down": {"uv": [0, 0, 14, 14], "texture": "#3"} } }, { "name": "trappedmoon", "from": [6, 6, 6], "to": [10, 10, 10], "faces": { "north": {"uv": [0, 0, 4, 4], "texture": "#trappedmoon"}, "east": {"uv": [0, 0, 4, 4], "texture": "#trappedmoon"}, "south": {"uv": [0, 0, 4, 4], "texture": "#trappedmoon"}, "west": {"uv": [0, 0, 4, 4], "texture": "#trappedmoon"}, "up": {"uv": [0, 0, 4, 4], "texture": "#trappedmoon"}, "down": {"uv": [0, 0, 4, 4], "texture": "#trappedmoon"} } }, { "name": "northglasswall", "from": [1, 1, 0], "to": [15, 15, 1], "faces": { "north": {"uv": [0, 0, 14, 14], "texture": "#3"}, "east": {"uv": [0, 0, 14, 14], "texture": "#3"}, "south": {"uv": [0, 0, 14, 14], "texture": "#3"}, "west": {"uv": [0, 0, 14, 14], "texture": "#3"}, "up": {"uv": [0, 0, 14, 14], "texture": "#3"}, "down": {"uv": [0, 0, 14, 14], "texture": "#3"} } }, { "name": "southglasswall", "from": [1, 1, 15], "to": [15, 15, 16], "faces": { "north": {"uv": [0, 0, 14, 14], "texture": "#3"}, "east": {"uv": [0, 0, 14, 14], "texture": "#3"}, "south": {"uv": [0, 0, 14, 14], "texture": "#3"}, "west": {"uv": [0, 0, 14, 14], "texture": "#3"}, "up": {"uv": [0, 0, 14, 14], "texture": "#3"}, "down": {"uv": [0, 0, 14, 14], "texture": "#3"} } }, { "name": "eastglasswall", "from": [15, 1, 1], "to": [16, 15, 15], "faces": { "north": {"uv": [0, 0, 14, 14], "texture": "#3"}, "east": {"uv": [0, 0, 14, 14], "texture": "#3"}, "south": {"uv": [0, 0, 14, 14], "texture": "#3"}, "west": {"uv": [0, 0, 14, 14], "texture": "#3"}, "up": {"uv": [0, 0, 14, 14], "texture": "#3"}, "down": {"uv": [0, 0, 14, 14], "texture": "#3"} } } ], "display": { "thirdperson_righthand": { "rotation": [75, 315, 0], "translation": [0, 2.5, 0], "scale": [0.375, 0.375, 0.375] }, "firstperson_righthand": { "rotation": [0, 315, 0], "translation": [0, 2.5, 0], "scale": [0.4, 0.4, 0.4] }, "ground": { "translation": [0, 3, 0], "scale": [0.25, 0.25, 0.25] }, "gui": { "rotation": [30, 45, 0], "scale": [0.625, 0.625, 0.625] }, "head": { "rotation": [0, 180, 0] }, "fixed": { "rotation": [0, 180, 0] } }, "groups": [ { "name": "light_nexus", "children": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10] } ], "variants": { "normal": { "model": "cube_all" }, "inventory": { "model": "cube_all" } } } Here's what it should look like. What am i doing wrong?
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