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Posts
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Everything posted by nov4e
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How? The directory of the json recipes?
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no the recipe return minecraft:clock.
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Yes but i need the item string beacuse if i have to add a smelting recipe it needs a itemstack It has to be in client proxy?
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So for fix that i have to register recipes that has a vanilla item output in code?
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ok, thanks!
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I found this example.
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Hi, how I can set a permanent action bar that indicates the armor points? I have to add the action bar on player join? Thanks in advice
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ItemList: ItemRegistry: IHasModel: Client Proxy Registry: Item Class Example:
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Can i send the code here via spoilers?
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No, I can't sorry. You need the code for this?
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getAttackDamage not exists. Maybe is getDamage? @Override public int getDamage(ItemStack stack) { return 3; }
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Hello. I've got some questions about the mod I'm developing. The first thing is why this string appears in my log? Potentially Dangerous alternative prefix `minecraft` for name `clock`, expected `nex`. This could be a intended override, but in most cases indicates a broken mod. Basically I maked a json recipe with output minecraft:clock, it works but i want to remove this string from the log because with a lot of crafting can be result annoying. This is the json recipe file: NEX is The Mod ID(Yeah, I'm going to change it) I've got another question about my mod. public static final ToolMaterial WOOD_KNIFE = EnumHelper.addToolMaterial("knife_wood", 1, 29, 3F, -3F, 6); public static final ItemSword woodenKnife = new BasicKnife("wooden_knife", WOOD_KNIFE, CreativeTabs.COMBAT); Is this the best way to set the damage of a sword? Thanks for your reply. - Nov4e
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Thanks for the help guys @Sunser @V0idWa1k3r
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How I can use jei api for make a compact?? I want to add a recipe category that has 1 input and 1 output. Someone can link here tutorials or something?? Thanks.
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yeah is here the file.
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Ok so i have to remove inject/ ?? I found inject in the documentation
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So it has to be: HDropsLiving.tableScales = LootTableList.register(new ResourceLocation("nex:inject/bone_drop")); ?
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Is this correct?
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okok but i need help for loottables.
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okok but we are here for talking about loot tables. If I would do that i have to rewrite a lot of models, recipes ufff
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Why?????
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HDropsLiving.tableScales = LootTableList.register(new ResourceLocation("nex:bone_drop")); nex is the mod id
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It's just for make a base. Tomorrow I will change the code. What you mean? I would it drops minecraft:bone. Now eclipse tell me this is not correct.
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@SubscribeEvent public static void onLootTable(LootTableLoadEvent event) { if (event.getName().toString().equals("minecraft:entities/pig")) { LootEntry entry = new LootEntryTable(tableScales, 1, 0, new LootCondition[0], "bone_drop"); LootPool pool = new LootPool(new LootEntry[] { entry }, new LootCondition[0], new RandomValueRange(1), new RandomValueRange(0, 1), "bone_drop"); event.getTable().addPool(pool); } } { "pools": [ { "rolls": 1, "name": "bone", "entries": [ { "type": "item", "weight": 1, "name": "minecraft:bone", "functions": [ { "function": "set_count", "count": { "min": 1, "max": 2 } }, { "function": "looting_enchant", "count": { "min": 1, "max": 2 }, "limit": 2 } ] } ] } ] } HDropsLiving.tableScales = LootTableList.register(new ResourceLocation("bone_drop")); Thi is correct?
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why I have to use loot tables?