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Posts
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Everything posted by poopoodice
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[SOLVED] ItemModelProperties override not working when iterating
poopoodice replied to Korall's topic in Modder Support
Can you provide a repo? -
He's asking which playSound(...) in which world (client/server) you are using, there are multiple of them.
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get leather armor [dyed] color? [latest version]
poopoodice replied to ciroreed's topic in Modder Support
Check IDyeableArmorItem -
For me your link is not working.
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You are applying a new modifier every tick, you should create a static final modifier, then apply/remove it to the player if the player has the modifier.
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show the updated code
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You should probably apply modifiers on attributes instead of directly modify their base values.. but I'm not sure if there's anything to do with this.
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That's actually a false as public void encode(DataTransferInterfaceMessage msg, PacketBuffer buffer) { buffer.writeVarIntArray(new int[]{territory, xCoord, yCoord, zCoord}); } public DataTransferInterfaceMessage decode(PacketBuffer buffer) { int[] array = buffer.readVarIntArray(); if(array.length!=4) return new DataTransferInterfaceMessage(0,0,80,0); return new DataTransferInterfaceMessage(array[0], array[1], array[2], array[3]); } they does not reference any data outside the method, hence they can be static These data should be gained from the msg
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[1.16.4] Storing a BlockState as NBT in a TileEntity
poopoodice replied to Hendoor64's topic in Modder Support
NBTUtil.writeBlockState() -
[1.16.3] Looting table dropping different items at the same time
poopoodice replied to Trobibot's topic in Modder Support
you can create multiple pools, for every item you want to drop -
1.7.10 is no longer supported
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Generate items based on customizable json
poopoodice replied to poopoodice's topic in Modder Support
Good to know, thanks for the reply -
Hello, as title, is it possible to generate items based on json created by users, and is it a good idea to do it? Thanks.
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[1.16.3] Test is item is on certain block
poopoodice replied to MrInfinity's topic in Modder Support
These are not supposed to exist in your block class, at least not how like how you use it here. You forgot to add the new state to the state container. -
I don't think you can as potion effects handling are done in many places, unless you want to simulate all of them. Override onItemUseFinish and return the stack you want to give to the player, check SoupItem or PotionItem
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in 1.16 there's an event called RegisterCommandEvent for you to register all your commands. To create (further processes) a command you can see how vanilla does it, there are quite a lot of them.
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You're right it needs to be above it, apparently I have them mixed up
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Licence can't be located above modid
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Encountered an Error during the load_regestries event
poopoodice replied to PhilledZone's topic in Modder Support
Show your code. -
The github link isn't working (at least for me), and it will help a lot if you can also post the crash log.