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Sauuuuucey

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Everything posted by Sauuuuucey

  1. Figured it out after a bit of testing/digging through some references. Here's the updated method example in case anyone was wondering:
  2. Hello all, I'm looking to create a method that checks if armor items from a particular set are all equipped before granting some sort of potion effect so long as they're all worn, like a set bonus. I adapted a method from some older source code, but I'm not getting the desired outcome. Any suggestions? Here's an example for reference:
  3. I couldn't find that class specifically, but I found BlockRedstoneOre class and worked from there taking pieces from that and BlockOre class. Here's my code: Everything seems to work when I tested it in-game. Hope this helps for anyone else stuck on this!
  4. I'm trying to create an ore that drops as an item when broken (i.e. diamond_ore -> diamonds). I've tried adapting existing methods from 1.12 documentation and that doesn't work, obviously. However, looking through the Block.class, everything appears deprecated and the override annotation doesn't seem to work in this case (I know, you shouldn't override deprecated methods bc that doesn't work, yada yada). Any work-arounds for this yet, or is this something that'll have to wait until forge is fully released?
  5. Thanks for the reply. The mod already contains 8 ores complete with smelting/crafting recipes for corresponding tools/armors and world generation for each. I'm looking for a method to disable vanilla ore generation so that I can add the vanilla ores into my new generator class. I'll take a look at the game code and see what I can find in the meantime
  6. I'm working on a mod that adds and generates a bunch of ores and I'm looking to completely disable the games default generation of vanilla ores and replacing those values with my own for balancing purposes. I'm very new to modding and I'm still learning/getting used to how Forge works and there's not much documentation for 1.13 on the matter. Any suggestions?

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