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Daniel Rollins

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About Daniel Rollins

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    Tree Puncher

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  1. I never did get an answer but I partially solved my issue when I upgraded to 1.16.2 since the new vanilla dimension system includes a tag for changing the sky type. I can't control exactly how much fog, or whether I can get stars without a sun, but I can get either an overworld sky, nether sky, or end sky. For my purposes, getting a nether sky got me most of what I wanted since it gave me a decent level of fog and took away the sun/stars/etc. I had another dimension where I wanted just the stars and so far haven't found a solution to that other than to set the time to midnight and ignore the s
  2. In my entity I made a function like this (you can name the function whatever you want since you are not overriding anything): public static AttributeModifierMap.MutableAttribute setCustomAttributes() { return MobEntity.func_233666_p_().func_233815_a_(Attributes.MOVEMENT_SPEED, (double)0.5F).func_233815_a_(Attributes.MAX_HEALTH, 20.0D).func_233815_a_(Attributes.ATTACK_DAMAGE, 5.0D); } In my main class in the setup function I had a deferredWorkQueue where I dealt with the function above like this: DeferredWorkQueue.runLater(() -> {
  3. Hi, I am trying out the new custom dimension/dimension_type JSONs and have some custom biomes (in code, not the 1.16.2 snapshot JSONs). How do I change the sky? I see in the biome I can change the sky color and fog but I always have a sky (sun/moon/stars). I want to do something more like the end or the nether (no sun/moon/stars, and have a definite sky color in all directions with a heavy fog). In 1.15.2 I could override isSurfaceWorld() and return true to get a normal sky or false to get no sky. I could also return true on doesXZShowFog() to get fog in the distance and if I returned any
  4. Nevermind. Recent forge update made FluidTags#makeWrapperTag() public so I can use that now.
  5. Hi, How do we set up FluidTags in 1.16.1? In 1.15.2 there was a Wrapper class within FluidTags and was able to do this: public static Tag<Fluid> MY_FLUID = new FluidTags.Wrapper(new ResourceLocation(Main.MODID, "my_fluid")); That subclass is gone now and I can't seem to find the new way to set up those tags. Thanks
  6. Hi, In 1.15.2 in our custom entity class you had a function called registerAttributes where you could set MAX_HEALTH, MOVEMENT_SPEED, ATTACK_DAMAGE, etc. Like this: @Override protected void registerAttributes() { super.registerAttributes(); this.getAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(20.0D); this.getAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.5D); this.getAttributes().registerAttribute(SharedMonsterAttributes.ATTACK_DAMAGE).setBaseValue(5.0D); this.getAttribute(SWIM_SPEED).se
  7. Thank you. I didn't realize it kept every possible combination mapped, that would be huge. I'm looking into the IDynamicBakedModel now. Do you happen to know where I can find any documentation on it? So far I'm just finding different people's code but not really much explanation (probably just looking in the wrong place).
  8. Hi, I have created a container object to store items. I am looking to make it kind of like a shelf in real life (think texture changing based off of what slots are filled to show the item in that part of the shelf). My container only accepts certain items so I can have a texture for the empty shelf, one for the full shelf and use a multipart blockstate JSON to overlay the filled items (basically overlay a part of the filled shelf onto the empty shelf corresponding to the location of the item). The way I am attempting it is to create several blockstates (slot0, slot1, slot2, ...slot17) as
  9. Hi, I've been hearing a lot about Deferred Registries recently. Some people seem to say this is the new/better way to register everything and to change everything over to the new way. Other people seem to indicate that it is useful for some things and not others. Some people have mentioned certain things not working with deferred registries. Rather than go off of hearsay and people who probably don't know much about the subject, I'd like to hear from you all the truth about this. Is Deferred registries the new way, replacing the old? Should I be changing all my Registry Events to deferred
  10. Hi, I am trying to make a custom sign but it isn't working. I'm not really trying to make a fully custom sign, I just want to have a new additional sign that uses a different texture but behaves the same as the regular signs. (I don't want to override the textures of the regular signs because I want them too). The 2 problems I have with my sign are: 1. No texture (not sure where the texture for signs is declared but blockstate and model jsons do not have them and I haven't been able to find them in code), 2. When placing the sign, it doesn't open the sign GUI. The way I coded it was
  11. Is there a place I could see the error? It didn't show up in the debug log.
  12. Never mind, I figured it out. That particular block doesn't have a FACING property, it has a HORIZONTAL_FACING property. Use the right one and the code works.
  13. Sorry, I should have been more clear. The game doesn't crash, the command dies midway through. I added logger commands and can tell that it stops functioning at the exact statement above. I also get "An unexpected error occurred trying to execute that command" in the chat window and in the log.
  14. Hi, I am trying to write a custom command that finds specific blocks (with certain blockstates) and replaces them with other blocks with specific blockstates. I tried capturing a blockstate like this: BlockState sourceblock = Blocks.RED_GLAZED_TERRACOTTA.getDefaultState().with(BlockStateProperties.FACING, Direction.NORTH); and it crashes. What am I doing wrong? BTW: If I do it without the ".with(BlockStateProperties.FACING, Direction.NORTH)" part it works but then I can't get a specific blockstate. I don't want to replace all of a particular block, just all of a particular blockstate
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