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Peerius

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About Peerius

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  1. Not exactly. The texture for the item shall be handled as always and then I want to add a layer with another texture with the things mentioned above. But I guess the things you told me should help, so I'm going to try it. Thank you for now - I write again, if I have more problems
  2. Hello, I already asked this question a while ago for 1.15, but I think I can ask more specificially now. I want to implement a falling star similar to the one in the LegendGear mod. So it's basically a ProjectileItemEntity falling from the sky but overlayed with a spinning, color changing star-shaped texture. I already implemented the entity and it works fine, but I struggle with the renderer. I looked at the SpriteRenderer to get some information on how to use MatrixStacks and so on and this is what I currently have: @Override public void render(ShootingStarEntity
  3. Ah okay, I didn't know what exactly to use there. Thank you very much, it works now!
  4. Okay, now I did this: public static void init (){ EFFECTS.register(FMLJavaModLoadingContext.get().getModEventBus()); POTIONS.register(FMLJavaModLoadingContext.get().getModEventBus()); } public static void addBrewingRecipes(FMLCommonSetupEvent event) { System.out.println("PotionList: Brewing Recipes called."); event.enqueueWork( () -> { BrewingRecipeRegistry.addRecipe(Ingredient.fromStacks(PotionUtils.addPotionToItemStack(ItemStack.EMPTY, Potions.AWKWARD)), Ingredient.fromStacks(new ItemStack(ItemList.nectar)), PotionUtils.addPotionToItemStack(ItemStack.EMPTY, PotionList.
  5. Okay, that helps - thank you. I only have one problem left: register the potion and the effect the right way. Here is what I've done: public static void init (){ EFFECTS.register(FMLJavaModLoadingContext.get().getModEventBus()); POTIONS.register(FMLJavaModLoadingContext.get().getModEventBus()); PotionList.addBrewingRecipes(); } public static void addBrewingRecipes() { BrewingRecipeRegistry.addRecipe(Ingredient.fromStacks(PotionUtils.addPotionToItemStack(ItemStack.EMPTY, Potions.AWKWARD)), Ingredient.fromStacks(new ItemStack(ItemList.nectar)), PotionUtils.addPotionToItemStack(
  6. Yes, that helped - thank you very much. Now my game is crashing because of a NullPointerException, but that is another issue
  7. Hello, I have the above mentioned issue. Here is my log: [14Okt2020 21:43:49.779] [main/INFO] [cpw.mods.modlauncher.Launcher/MODLAUNCHER]: ModLauncher running: args [--gameDir, ., --launchTarget, fmluserdevclient, --fml.mcpVersion, 20200911.084530, --fml.mcVersion, 1.16.3, --fml.forgeGroup, net.minecraftforge, --fml.forgeVersion, 34.1.0, --version, MOD_DEV, --assetIndex, 1.16, --assetsDir, C:\Users\peers\.gradle\caches\forge_gradle\assets, --username, Dev, --accessToken, ????????, --userProperties, {}] [14Okt2020 21:43:49.844] [main/INFO] [cpw.mods.modlauncher.Launcher/MODLAUNC
  8. Okay and how can I transfer specific potions into ItemStacks?
  9. Hello, I tried to create a custom potion with a custom effect and looked at the vanilla code. Someone on YouTube also tried that and used invoke to make a private method accessable. Here is the code: private static void addMix(Potion start, Item ingredient, Potion result) { if(brewing_mixes == null) { brewing_mixes = ObfuscationReflectionHelper.findMethod(PotionBrewing.class, "addMix", Potion.class, Item.class, Potion.class); brewing_mixes.setAccessible(true); } try { brewing_mixes.invoke(null, start, ingredient, result); } catch (IllegalAccessException | Ille
  10. Okay. Do I have to register my ConfiguredFeature somewhere else or am I able to use it without registering?
  11. Hello, I have problems updating my flower generation to 1.16.3. As already mentioned in the topic, I want to make my custom flower generate in some vanilla biomes. Here is my code: public static void setupFlowerGeneration() { for(Biome biome: ForgeRegistries.BIOMES) { if(biome==ForgeRegistries.BIOMES.getValue(new ResourceLocation("savanna"))){ BiomeGenerationSettings.Builder GENERATION_SETTINGS = (new BiomeGenerationSettings.Builder()).func_242519_a(biome.func_242440_e().func_242500_d()); GENERATION_SETTINGS.func_242513_a(GenerationStage.Decoration.VEGETAL_DECORA
  12. Hello, I wanted to let my custom flowers generate in vanilla biomes, but I don't know how to do it anymore. Here is the code I used in 1.16.1, which worked fine: public class FlowerGeneration { public static void setupFlowerGeneration() { BlockState state_heart = BlockList.heart_flower.getDefaultState(); BlockState state_sun = BlockList.sun_flower.getDefaultState(); BlockClusterFeatureConfig HEART_FLOWER_CONFIG = (new BlockClusterFeatureConfig.Builder((new WeightedBlockStateProvider()).addWeightedBlockstate(state_heart, 2), new SimpleBlockPlacer())).tries(64).build();
  13. Hello, I have a little problem concerning my ProjectileItemEntity. I made a new Item overriding the onItemRightClick method, where a new Entity should be spawned and shooted like a snowball, but at the current stage the Entity always flys in the same direction. The flying itself works perfectly, only the direction is wrong. Here is my code for the item: @Override public ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) { ItemStack stack = playerIn.getHeldItem(handIn); Vector3d look = playerIn.getLookVec();
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