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Darwinagain

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  1. I am using Geckolib to create custom entities, but I want to be able to enable/disable certain parts based on criteria. For example, a saddle layer would only show if the entity `isSaddled()`. I'm just not sure how to access individual model parts using the geo.json files. For now, I have created two separate models and I swap them based on the `object.isSaddled() method`: @Override public ResourceLocation getModelResource(MyModdedEntity object) { return MODELS[object.isSaddled() ? 1 : 0]; }
  2. Hi, I am trying to find some documentation to add a new fish to the existing fishing loot table but haven't been able to find anything. I have successfully used Dynamic Loot Modification to alter a block's loot drops, but I thought it would be easier/different for an existing loot table like fishing? I poked around the the Aquaculture repo and only saw a basic fish.json loot file that looks very similar to the base minecraft one. What am I missing here? Or do I need to use Dynamic Loot Modification to accomplish this too? Thanks!
  3. Hi, I am trying to start my modding journey and just created a quick test mod that literally does nothing, but when I launch the modinfo file doesn't show up and it says it is missing. I am using the 1.12.2 forge mdk and just changing the naming info to be a tad different. Even when I try just running the base mdk with no changes made it doesn't show up. I really don't understand how the base download doesn't work... I am using IntelliJ if that matters. On top of that, when I run my mod I always get 1 error with not helpful info just saying "Caused by: java.lang.IllegalArgumentException", anyone know what that is about? I appreciate any help!
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