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Everything posted by vemerion
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I think the full log is needed track down what the problem is. You can use pastebin for example to upload the log.
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If you could post the full log in pastebin or similar that would be great ๐
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Can't you instead use one of the blocks in the Blocks class (such as Blocks.AIR) to do the measurements?
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Probably not a sure-fire way, but you could check if the entity is an instance of 'Enemy', or check if the entity type has the mob category 'MONSTER'.
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This question came up recent in another post, I think you can find the answer there:
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Sure! You need to create your own BlockEntityRenderer and render the item, and then register the BlockEntityRenderer to your block in the EntityRenderersEvent.RegisterRenderers event
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[1.18.2] GUI for custom entity with inventory
vemerion replied to GnRSlashSP's topic in Modder Support
Yes, I would say a custom network message is the best way to do this (at least to my knowledge) -
The registry name should be all lowercase, so "item" and not "Item"!
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Cannot make leaves with holes using the Block class MC 1.19.2
vemerion replied to DinoPawz's topic in Modder Support
I think specifying "render_type": "minecraft:cutout" in the model json should fix the issues!- 1 reply
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[SOLVED] [1.19.2] Item rendering dark in inventory
vemerion replied to JimiIT92's topic in Modder Support
No problem, glad to be of help -
[SOLVED] [1.19.2] Item rendering dark in inventory
vemerion replied to JimiIT92's topic in Modder Support
Looks like you need to specify "gui_light": "front" outside of the "base" object. -
First you need to create the model, for example with Blockbench, and then you need to export it as a java file. Then you need to implement IClientItemExtensions.getHumanoidArmorModel() to return your custom model, and Item.initializeClient() to provide you custom IClientItemExtensions.
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[SOLVED] Item: [modid]:[itemname] does not exist
vemerion replied to WasteofSpaceYT's topic in Modder Support
In the class ModEventBusEvents you are registering a recipe type using a vanilla registry! You should instead use the Forge registry, ForgeRegistries.RECIPE_TYPES, similar to how you register block and items. Also, looks like you missed an 's' in 'foodstuffs' in the smoked_steak.json file- 1 reply
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[Solved] [1.19.2] How to make non-full block
vemerion replied to realicraft's topic in Modder Support
Glad you were able to get it working! -
[Solved] [1.19.2] How to make non-full block
vemerion replied to realicraft's topic in Modder Support
Try adding a call to '.noOcclusion()' on the BlockBehaviour.Properties when you create the block. -
Looks like your modid is "mymod", but you specified it as "warmod_perekur" in the sounds file!
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(1.18.2) Block entity renderer disappears after leaving the world
vemerion replied to ElTotisPro50's topic in Modder Support
You need to synch the inventory of the blockEntity to the client! You can do it either with a custom packet, or by overriding relevant methods in your block entity (getUpdatePacket/onDataPacket/getUpdateTag/handleUpdateTag). -
You could do it like this: player.setItemInHand(InteractionHand.MAIN_HAND, ItemStack.EMPTY);
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[1.18] im trying to find the listed damage attribute of a sword.
vemerion replied to clqrified's topic in Modder Support
You should use Attributes.ATTACK_DAMAGE and not EntityAttributes.GENERIC_ATTACK_DAMAGE ๐ -
PlayerLoggedIn Event is Firing Twice for Each Player
vemerion replied to Jimmeh's topic in Modder Support
No problem, glad you were able to figure it out! -
What's the problem with the localization file?
vemerion replied to Infinitas64's topic in Modder Support
Aha, so you are using some kind of plugin for Minecraft modding for IntelliJ? Either way, en_us is the default localization file, so maybe the path is wrong somehow after all? -
PlayerLoggedIn Event is Firing Twice for Each Player
vemerion replied to Jimmeh's topic in Modder Support
Perhaps you accidentally registered the event twice? -
problems when i create a custom Totem of Undying.
vemerion replied to 3mptysl's topic in Modder Support
You would need to listen to the LivingDeathEvent and check if the player is holding your custom totem and if so prevent the death. You need to manually play the sound TOTEM_USE and create the particle TOTEM_OF_UNDYING when you prevent the death.