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Cyborgmas last won the day on March 15 2020

Cyborgmas had the most liked content!

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About Cyborgmas

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  1. Could you remove Dynmap ? If the crash happens again give the logs and crashreport again.
  2. https://github.com/Beardlessbrady/FortKnox-Mod/blob/f81dc23108b2b3b1ed99fb6815702ba3e93841aa/src/main/java/com/beardlessbrady/fortknox/ModFortKnox.java#L28 you want to use @ CapabilityInject here otherwise its always null also, you are casting to a lazyoptional here... https://github.com/Beardlessbrady/FortKnox-Mod/blob/f81dc23108b2b3b1ed99fb6815702ba3e93841aa/src/main/java/com/beardlessbrady/fortknox/capabilities/protection/ProtectionProvider.java#L38 which is just plain wrong. i recommend looking at forge's different cap implementations (energy, fluid handler, item handler)
  3. 1.12 is not supported, if you are receiving this error on a supported version (1.16 for instance) post that log instead
  4. This is not a change from 1.16, it has been changed in 1.15 as well. DeferredRegister is a forge class if it became private it was intended, check the class to see what else is there
  5. I have a simple item texture right now that works perfectly fine. I would like to however do an animation behind the current texture but only if certain conditions are met. Meaning this item could either have the current static texture or have an animated one (and you can have both versions in your inventory as well). I tried looking at ISTER since the shield and trident use it but I assume that is because they have a more complicated 3d model and not just a simple sprite (when in hand). From what I looked at in other mods github repo I need to define multiple layers to my item
  6. Would need someone else to confirm but with their size definition it seems that Forge intends this event only for changing biome size. Using deferredWorkQueue will ensure that other mods will have properly done their stuff before the features are added. I don't know the details but it's basically a let forge handle it case.
  7. Yeah so my idea does include to limit the possible configs. Since you can't register blocks from a config file, you have to register a specific amount. This also means you must have an addon per mod that add ores. It will indeed limit a lot the possible configs for a direct user. However, you could try and integrate an api for modpack creators that could then more precisely define and configure the details of your ores. I have been managing a mod with a lot of config options for the last 2 & 1/2 months and I feel that having easy configs is much better than having
  8. So even if it is generating I think that is still the wrong way to do it. I showed you my code on how to use deferredworkqueue. It can cause trouble if you load it immediately. If you take a look at the BiomeSize event, it tells you it is for modifying the biome size, so not at all what you need. For the offset my best guess is that they limit the distance between ground level and the ore? Not sure tbh...
  9. A github repo would be nice. Also what do you mean not working. Is it crashing? if so provide the log. Is it not generating?
  10. forgot a lot of rendering stuff had changed in 1.15, not sure if it applies to particles. Not at my setup right now so can't help more
  11. Take a look at any Particle in vanilla
  12. For particles there are 4 things: Particle ParticleType IParticleData IParticleFactory Having BasicParticleType covers the ParticleType and IParticleData Next you need a class that extends Particle (or TexturedParticle or SpriteTexturedParticle), in it you implement what you need (motion, texture, rendering). You finally need a class (I nest it in my Particle class) that extends IParticleFactory, it'll have a makeParticle function (i think that is the name) that will take as a parameter your registered ParticleType and return an instance of the part
  13. Okay so thought your block was much more generic, I think there's a way to make it work then. Only certain blocks can be modified: ores. For each ore you generate different textures (haven't looked at how you do it specifically) but those textures are in a fix amount right? If you were to have 5 compacting levels per ore, you could pre generate each of the 5 blocks per ore. Those blocks would have an identical loot table with which you could add a function like density. The value for density would be taken from the config file (mimic a fortune modifier maybe?).
  14. oh right i was on 1.14. Only thing I can offer you right now is your method names 1st one is withConfiguration 2nd one is configure
  15. Ah yes it is outdated, and do tell people when you are copy pasting documentation. And yes data packs allow you to completely override vanilla loot table. Here is the info on the wiki: https://minecraft.gamepedia.com/Data_pack In a dev environment you place your json in resources/data/minecraft/loot_tables
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