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cheaterpaul

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Everything posted by cheaterpaul

  1. i don't think there is any better way, then copy & replace.
  2. Why don't extend NewChatGui and use accesstransformer to make the needed fields/methods public. And don't use reflections if you can use forge's events. Cancel InitGuiEvent.Pre when the chat should be opened and open your own on InitGuiEvent.Post
  3. Parts of what you want are already possible. U can modify JigsawManager with an accesstransformer to add your own JigsawPatterns. Then you should be able to add a Jigsawbased structure like a village, or whatever you want. I think replacing already choosen JigsawPieces is a much to specific question to be implementet. Additionally you can extend SingleJigsawPiece to choose at generation (with BlockPos) which you really want to generate. Because the Jigsawsystem works random makes it difficult to unrandomize it.
  4. replace environment 'MOD_CLASSES', 'dummy' // Needed to work around FG limitation, FG will replace this! in build.gradle under project(':forge') > patcher > runs > forge_test_client with environment 'MOD_CLASSES', "${project.file('build/resources/test').canonicalPath};${project.file('build/classes/java/test').canonicalPath}" (maybe you have to replace ; with : ) and start the forge forge test client
  5. (1.14.4) i recently tried this myselfe at Vampirism . The Structure spawns in the world as i wish, but not everything works as it should be (spawning on right hight, dont spawn in the air) (look at commit1 and commit2) important is that you add the structure as feature & structure to the biomes https://github.com/Cheaterpaul/Vampirism/blob/608595bf045fb8de937a9417ab518cc42133cdb7/src/main/java/de/teamlapen/vampirism/world/gen/biome/VampirismBiomeFeatures.java#L25 https://github.com/Cheaterpaul/Vampirism/blob/608595bf045fb8de937a9417ab518cc42133cdb7/src/main/java/de/teamlapen/vampirism/world/gen/biome/VampirismBiomeFeatures.java#L27
  6. while i cant see your whole code, this works for me: package com.example.examplemod; *imports @Mod("examplemod") public class ExampleMod { public static Tag<Item> coppertag = new ItemTags.Wrapper(new ResourceLocation("forge", "ingots/copper")); public ExampleMod() { } @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD) public static class RegistryEvents { @SubscribeEvent public static void onItemRegistry(final RegistryEvent.Register<Item> blockRegistryEvent) { blockRegistryEvent.getRegistry().register(new Item(new Item.Properties().group(ItemGroup.BREWING)).setRegistryName("examplemod:copper")); blockRegistryEvent.getRegistry().register(new SwordItem(new Tier(),4,1,new Item.Properties().group(ItemGroup.BREWING)).setRegistryName("examplemod:coppersword")); } } public static class Tier implements IItemTier{ @Override public int getMaxUses() { return 100; } @Override public float getEfficiency() { return 4; } @Override public float getAttackDamage() { return 2; } @Override public int getHarvestLevel() { return 1; } @Override public int getEnchantability() { return 50; } @Override public Ingredient getRepairMaterial() { return Ingredient.fromTag(coppertag); } public Tier() { } } } but i think the problem is that you need public static final Tag<Item> COPPER_INGOT = new ItemTags.Wrapper(new ResourceLocation("forge", "ingots/copper")); not public static final Tag<Item> COPPER_INGOT = ItemTags.getCollection().getOrCreate(new ResourceLocation("forge", "ingots/copper")); otherwise your copper.json is in a wrong directory
  7. you need to call super() inBiomeOreItemTag and extends TieredItem
  8. while you created the tag, the tag is not filled with anything. For that you must create this json "resources/forge/tags/items/ingots/copper.json" and fill it with { "replace": false, "values": [ "modid:yourCopperIngot" ] }
  9. i followed the discription "Enabling Test mods" on Forge Wiki for 1.14.x, but the mods dont get loaded on runtime
  10. i have set up the environment to make patches for forge (gradlew setup), but now i cant find any correct information for generate the run configurations to test the changes.
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