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vemerion last won the day on November 17 2020

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About vemerion

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  1. I am not quite sure what you mean. Can you elaborate?
  2. I believe you can achieve that by overriding the getAmbientOcclusionLightValue() method (called getShadeBrightness() in the official mappings). Take a look at the AbstractGlassBlock class to see how vanilla does it.
  3. I believe what you are looking for is the defaultAmbientLightWorld() method (called fillBrightnessRamp() in the official mappings) in the DimensionType class.
  4. Placement configs were changed a bit in 1.16, so CountRangeConfig doesn't exist any more. See this thread for more details.
  5. I think this is the latest: mappings channel: 'snapshot', version: '20210309-1.16.5'
  6. But that mod is for 1.12, so A Soulspark won't be able to use that for their 1.16 mod. Or do you mean that the repo is a good place to look to get inspired on how to implement something similar for their mod?
  7. Forgive me if I am wrong, but wouldn't that only work for players, since potion effects are not synched to the client for other entities?
  8. Did you update the mappings, because hardnessAndResistance() should still work in 1.16.5? I think it is called strength() in the official mappings.
  9. I have never used an obj model before, but my guess is that you can still use the 'display' field in the item json model file to change the rotation/translation/scale of the item. Take a look at the Minecraft wiki article about it. That would solve issue 1 and 3 I think.
  10. I understand that, but when you have found the target entity, what do you want to do with it? I am trying to figure out if you really need to know the target entity on the client. From one of your earlier replies, you seem to imply that you need the target on the client because you want to deal damage to it, but that won't work anyway, because you can't deal damage on the client.
  11. What exactly do you need the target entity for on the client?
  12. InputEvent.ClickInputEvent is a client-side only event, so you probably don't want to use that. The AttackEntityEvent is exactly what you are looking for, it is fired when a player attacks, and you can get the entity the player is attacking with AttackEntityEvent.getTarget().
  13. Who are you and what have you done to JoppeGames3!?! I feel like there is something strange going on here...
  14. I'd recommend checking out the PigEntity and BoatEntity classes to see how vanilla does it.
  15. Well, you can't make a texture with data generators, only blockstate and model json files. What the error is saying is that it can not find a texture (a png) with the name 'chocolate_trapdoor.png', in the 'textures/block' folder. Have you forgot to put your texture there? Another problem could be that you have to refresh the project in your IDE, since it caches resource files (Eclipse does at least).
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