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Yanny7

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Stone Miner

Stone Miner (3/8)

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  1. I didn't solved that, the reason why it crash is for me unclear... but sometimes it fail in different place, while setting FPS (I debugged that, but it goes thru that methot multiple times without problem, then it failed) .... strange
  2. Another info: clean clean client just run without problem
  3. Clean build of forge (#94389d0e) is crashing when trying to run forge forge client [14:09:38] [Render thread/INFO]: Setting user: Dev [14:09:38] [Render thread/INFO]: Backend library: LWJGL version 3.2.2 SNAPSHOT # # A fatal error has been detected by the Java Runtime Environment: # # SIGSEGV (0xb) at pc=0x00007fcbd89b1112, pid=47207, tid=47208 # # JRE version: OpenJDK Runtime Environment (16.0.2+7) (build 16.0.2+7) # Java VM: OpenJDK 64-Bit Server VM (16.0.2+7, mixed mode, tiered, compressed oops, compressed class ptrs, g1 gc, linux-amd64) # Problematic frame: # C [libglfw.so+0x17112] # - tried on Arch linux - Note that I havent problem running it on 1.15.x and 1.16x - debug.log failed to upload latest.log hs_err_pid47207.log
  4. problem is running gradle daemon, just disable it - search in intellij "show gradle daemons" and kill them all https://www.minecraftforge.net/forum/topic/80667-cannot-create-dev-environment-for-forge-1144-and-above/
  5. Same problem for me - 31.1.0 no problem - 31.2.0/31.2.5 ends with same error
  6. bump Another question - how to remove also generated mobs - animals in villages
  7. How can I remove block from generation process? I need to disable all generated crafting tables. Any ideas?
  8. Writing mod is most likely reverse-engineering, but there are few good tutorials on youtube for basics.
  9. Sorry, I fixed grammar in file meanwhile, here is it now https://github.com/yanny7/StoneAge/blob/master/src/main/java/com/yanny/age/stone/client/renderer/AqueductRenderer.java edit: permanent link: https://github.com/yanny7/StoneAge/blob/af01a15a6bfcb313c02faad97c47bb4e6bf63d72/src/main/java/com/yanny/age/stone/blocks/AqueductBlock.java
  10. You can check there https://github.com/yanny7/StoneAge/blob/master/src/main/java/com/yanny/age/stone/client/renderer/AquaductRenderer.java
  11. Yes, the furnace is too bright, but chimney base is too dark. I know that this can be as light behind edge but still, whole block is bright. But maybe this is default vanilla behavior.
  12. Check DefaultBiomeFeatures class for flower generation in biome. Then just in code below add your new entry for your flower (you should add some check to just insert flower for specific biomes) @SubscribeEvent public static void FMLLoadCompleteEvent(FMLLoadCompleteEvent event) { for (Biome biome : ForgeRegistries.BIOMES) { // add there } }
  13. I think that this will be hard part. Vanilla minecraft does not have implemented this behavior. You have to do it all by yourself. Easiest approach will be to have configuration where you set alignment, size etc.. Harder approach is to do it responsible by implementing drag&drop features and moving widgets by mouse like in Draconic Evolution mod. But this require A LOT of coding. If you are beginner in modding and coding, just stay with plain config file, or simple configuration page with edit boxes.
  14. Maybe move all of this modifications to central place (my API mod) and from there based on registered block changes do it at once and with possibility to disable it. At least this can be easily disabled in one place
  15. Based on and https://github.com/MinecraftForge/MinecraftForge/issues/5560 seems that modders should not modify block haverst level of other mods. BUT In my mod https://github.com/yanny7/StoneAge I have to adjust harvest level of vanilla blocks. Does someone have good idea how to implement this and does not break other mods? another thing is that I cannot use setBlockToolSetter because it is static and now I am working on sequel to first mod where I need also adjust harvest levels ... I used reflections to modify them, but I dont like this approach. Is there better way how to do this?
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