Everything posted by starstorms21
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[1.15.2/1.16.2] How can i go about updating my mod to higher versions?
thanks for all the help!
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[1.15.2/1.16.2] How can i go about updating my mod to higher versions?
And for the general update from 1.15? I have done: Changed the mc version in @Mod Changed 1.15.2 to 1.16.5 latest version in build.gradle Edited the mod.toml file to require the right minecraft version anything im missing?
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[1.15.2/1.16.2] How can i go about updating my mod to higher versions?
Ah i see, okay, so 1.16.5 then, how would i start the process of updating? Is there any way to quickly changing the mappings to the official names without having to run through my project to rename everything?
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[1.15.2/1.16.2] How can i go about updating my mod to higher versions?
bump
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[1.15.2/1.16.2] How can i go about updating my mod to higher versions?
Hello there, i started development of my mod a few months ago and have made considerable progress, making it a quite big project, but as 1.15.2 is starting to be outdated in terms of support, i wanted to update my project to 1.16.2 Where should i start? Are there any helpful guides/wiki pages/documentation i should have a look at before i do anything? I mainly use intellij IDEA to code and I have made a backup of my mod files on github, so im only looking for where to start.. Thanks for any help/advice.
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[1.15.2] How to make connected textures?
So i want to make a fancier glass block, where it has connected textures to apear clear. I have a all the variants of the texture i could ever need but im not sure how to go about actualy making the blockstate/model/whatever is needed to actually allow the textures to connect. Any help/tutorials/links would be great!
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[1.15.2] Item NBT?
thank you, figured it out!
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[1.15.2] Item NBT?
im not quite sure how to modify nbt in 1.15.2 do you maybe have any sources/tutorials i could look at?
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[1.15.2] Item NBT?
I want to make a custom item that holds information, for example: A description An int from 1-100 to show the 'completion' of the item (that could change in game) ect In older versions (1.12.2) i would do this with stack nbt, but right now in 1.15.2 i have trouble finding alternatives. Anything i can do?
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1.15.2 How to create a block that replaces itself with another block when broken?
if above doesnt work then switch the super and worldIn#setBlockState, as the super removes the block and then the worldIn#setBlockState places the stone down
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1.15.2 How to create a block that replaces itself with another block when broken?
Try overriding OnBlockHarvested in your block class, then do something along the lines of: @Override public void onBlockHarvested(World worldIn, BlockPos pos, BlockState state, PlayerEntity player) { worldIn.setBlockState(pos, Blocks.STONE.getDefaultState()); super.onBlockHarvested(worldIn, pos, state, player); } replace stone with the block you want
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[1.15.2] Cut-out blocks Invisible!
Fixed the error, completely my mistake! I had set the block to render as invisible in the block class, im dumb. Thanks for your help.
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[1.15.2] Cut-out blocks Invisible!
My updated code: https://pastebin.com/eBWAryez and https://pastebin.com/3w13ad2u Problem still persists
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[1.15.2] Cut-out blocks Invisible!
yah ofc i did, i tried them all but its invisible still
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[1.15.2] Cut-out blocks Invisible!
tried: @Mod.EventBusSubscriber(modid = "jsaga",bus = Mod.EventBusSubscriber.Bus.MOD,value = Dist.CLIENT) @Mod.EventBusSubscriber(modid = "jsaga",bus = Mod.EventBusSubscriber.Bus.MOD) but still invisible block...what a head scratcher
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[1.15.2] Cut-out blocks Invisible!
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[1.15.2] Cut-out blocks Invisible!
i thought that would subscribe the class. How do i register my StartupClientOnly class to the Mod event bus?
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[1.15.2] Cut-out blocks Invisible!
i tried to register it with MinecraftForge.EVENT_BUS.register(StartupMessageManager.class); in main.....but before i did, my plants were just: how would i go about subscribing to the event?
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[1.15.2] Cut-out blocks Invisible!
oh, ppft, yeah fixed, i was trying to change the RenderType to see if it works and forgot to change it back. Sorry
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[1.15.2] Cut-out blocks Invisible!
StartupClientOnly: https://pastebin.com/TKgS7Fas full mod class: https://pastebin.com/cEruQDQv the line you pointed out does compile btw, see post2 on my original post for the code
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[1.15.2] Cut-out blocks Invisible!
I made some flower blocks for my mod, i referenced vanila classes and created a StartupClientOnly class with help from this post1 and post2 StartupClientOnly: https://pastebin.com/QQqDQcHT Main Class: https://pastebin.com/7NJChcMt But the result is invisible blocks even though i set it to cut out. The block i placed is the ZING_RED in the code. Tell me if you need to see model json files too!
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How do i bind renders to entities?
Do you happen to know of a quick fix to this?
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How do i bind renders to entities?
i know theres a type missmatch, Render<entity> and renderLiving<entity>....but i dont know how to solve it exactly, first time messing with entity renders
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How do i bind renders to entities?
Well, the main source of my problem is that my Entity test render (pastebin bellow) extends RenderLiving<entityTest>....but i cant figure out how to do the quick RenderingRegistry.registerEntityRenderingHandler(EntityTest.class, EntityTestRender::new); instead of creating a render factory class for each render! Please save me ? My code: https://pastebin.com/fDr6gfbF https://pastebin.com/AL4NgbNh
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[1.12.2] Register blocks without directly asigning them to variables but still able to use them in recipes?
So, i want my mod to have some logs and planks and such. Adding each block in is kind of tedious, id like to be able to generate both the log and planks of a type of wood ex. //called in preinit public static registerBlocks(){ makeWoodBlocks("example"); } public void makeWoodBlocks(String name){ makeLog("log_" + name); //adds the block to a list to register in the registry events makePlanks("planks_"+name); //id like to be able to use the block in a recipe (or anywhere) //without using a variable? e.g. log -> 4 planks of the same name? }
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