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Appending my custom loot table to a vanilla one
Best to use Global Loot Modifiers
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How to create a custom data registry?
You should save a reference to it before you register it in AddReloadListenerEvent and then you can access that reference from wherever you need it. Here is an example of how Forge itself does it for the LootModifierManager.
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How to create a custom data registry?
That completely depends on what your listener is for. For example, the vanilla RecipeManager has a method 'getRecipeFor()' which is used in various places, one of them being the furnace to see if an item can be smelted.
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How to create a custom data registry?
You can look at the vanilla subclasses to get an idea of how to implement your PreparableReloadListener.
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[1.20.4] custome menu causes java.lang.ClassCastException:
Looks like you forgot to negate the 'warudo.isClientSide()' predicate
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Player#die(DamageSource dmgSrc) sends generic death message, is there a neat alternative?
You have to call CombatTracker.recordDamage() before you call die().
- [1.20.2] Fix biome id when renamed
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[1.20.4] BlockState check of what this block its made of wood|stone|dirt
You could use the BlockTags.MINEABLE_WITH_AXE tag.
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How to give a specific item layer a specific tint
You can register an 'ItemColor' in the 'ColorHandlerEvent.Item' event.
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[1.20.4] to open costume GUI for costume block requires a class i don't have
It was replaced with 'IForgeServerPlayer.openMenu()'
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[SOLVED][1.20.4] has someone figured out how to check if a block is solid ??
You can use the BlockBehaviour.canBeReplaced() method
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How to render a "Fake" block. Forge 1.20.1
You can look at the places where the method is called to get an idea of what arguments to supply.
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How to create a custom data registry?
To create your own data driven system you can extends PreparableReloadListener (or its subclass SimpleJsonResourceReloadListener) and then register it in AddReloadListenerEvent.
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[1.20.1] Need help with big block's collision box
A block should never be bigger than the standard 16x16x16 size. If you need something bigger than that you should split it into several different blocks (like how tall grass does it).
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The transparent parts of the texture were rendered black.
You need to add this field to the model json file of your block "render_type": "minecraft:cutout" or "render_type": "minecraft:translucent" depending on if if those parts are semi-transparent or fully transparent.
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