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Everything posted by poopoodice
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It seems like you need to pass in an entity as the only arg
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I remember that I saw similar question earlier
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(solved)[1.15.2] block texture appearing in hand but not placed
poopoodice replied to CyberNinja979's topic in Modder Support
assets/urmodid/blockstates/urblock.json ponitemod:blockstates/ponite_block.json -
(solved)[1.15.2] block texture appearing in hand but not placed
poopoodice replied to CyberNinja979's topic in Modder Support
That's true, but (s)he mentioned that the item's fine, and the block's fine, it just sounds really straight forward that it's blockstate/model/texture problem, but you are right, posting the whole log is always a better idea. -
(solved)[1.15.2] block texture appearing in hand but not placed
poopoodice replied to CyberNinja979's topic in Modder Support
Exception loading blockstate definition: ponitemod:blockstates/ponite_block.json: java.io.FileNotFoundException: ponitemod:blockstates/ponite_block.json check the spelling of your blockstate file, or create one -
(solved)[1.15.2] block texture appearing in hand but not placed
poopoodice replied to CyberNinja979's topic in Modder Support
if you search the block in your run output in your ide, you should be able to found some yellow text that says "exception loading something", or just upload a repo on github or something. -
Hello, I'm now trying to find the density (it seems like it's around 0.003F by testing manually), but is there a way to figure out what the density is? To be more specific I have multiple biomes with different fog densities, it slightly changes the density which works well, but not with the vanilla biomes because I don't know the specific number of it, thanks.
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I'm think you might need to use RenderTypeLookup.setRenderLayer(youblock, RenderType.getTranslucent());
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You can store those data on players using capabilities
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(solved)[1.15.2] block texture appearing in hand but not placed
poopoodice replied to CyberNinja979's topic in Modder Support
The things print out at the bottom of your ide, you mod folder/run/logs, stuff like that. -
1.15.2 Mod Loads over and over again after Finishing Forge
poopoodice replied to Link__95's topic in Modder Support
maybe post a repo or something to share your code -
1.15.2 Mod Loads over and over again after Finishing Forge
poopoodice replied to Link__95's topic in Modder Support
One of more entry values did not copy to the correct id Registry Item: Override did not have an associated owner object. Name: minerslifemod:obsidian_bricks Value: air Try check the registry names -
I assume Stump is a block, you should be able to just call getdefaultstate()... etc instead of create an instance of blockstate
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IWorld is an interface, which you need to implement the methods yourself where are you trying to use this code? and isn't setBlockState() in IWorldWriter?
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1.15.2, recipe, return item with damage
poopoodice replied to reapersremorse's topic in Modder Support
@Override public ItemStack getContainerItem(ItemStack itemStack) { return ItemInit.uto_generic_eye; }//when i try this, its all errored This will never work because it is asking for an itemstack, I think you will need to return a damaged itemstack here -
[1.15.2] Help setting up a packet sent from the server
poopoodice replied to squidlex's topic in Modder Support
How do you register your message? nvm you sent a packet here but with empty value (no value passed into the constructor -
[1.15.2] Help setting up a packet sent from the server
poopoodice replied to squidlex's topic in Modder Support
in encode() you can write your variables got from the message into the buffer. in decode() you had already returned a new instance of the message, you can pass the variable read from the buffer to the new instance of the message through the constructor. in handle() you should be able to access the field from the message. Just from my experience, might be some mistakes, please point them out if find any. -
for(int spawns = 0; spawns > 5; spawns++) what you trying to do here is "while spawn is bigger than 5 (which is 0 at the start), this is true, and add spawn by one" <-- never going to be true, so change > to < also what is that 1, 2, 3, 4, 5 for? you should be able to just use the first constructor.
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This will never be true... for(int spawns = 0; spawns > 5; spawns++) { EVOKER_FANGS.setPosition(playerIn.posX + aim.x * 1, playerIn.posY, playerIn.posZ + aim.z); worldIn.addEntity(EVOKER_FANGS); }
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It looks fine, and the error said that the blockstate can not be found, so check the location of your blockstate file and spellings...etc
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I can only think of storing a boolean via capability on the player, and listen to item pickup event, is there a better way to do this? It doesn't sounds good that it needs to check player's capability and compare the items every time there's an item being picked up, also I don't want to do it as advancements since I want there to be a way to disable it. Thanks.
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The hardness of an unbreakable block should be -1 (bedrocks, portals... etc)
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[1.15.2] Custom Item wont break leaves instantly
poopoodice replied to Dragon620's topic in Modder Support
Maybe check if the target block is a leaves block, and destroy it immediately by using events (BreakEvent it is I think)