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Everything posted by TheOnlyTails
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Player argument not using the current player by default
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
Thanks, this fixed it! -
Player argument not using the current player by default
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
That's not my question. I want to make it so if I don't input a target, it will use the current player as a target instead (similar to /tp). -
why doesn't this command use the current player as the default target? private static final RiftCommand INSTANCE = new RiftCommand(); public static void register(@Nonnull CommandDispatcher<CommandSource> dispatcher) { dispatcher.register(literal("rift") .requires((commandSource) -> commandSource.hasPermission(2)) .then(argument("target", EntityArgument.player()) .executes(INSTANCE)) ); }
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I've been working for over 2 days on migrating my mod from 1.15.2 to 1.16.4, but when I run the game and create a new world or open an existing world, this happens: https://paste.gg/p/anonymous/9e6e95fc5d2b48dcb2fb81a4f3212cef I can't for the life of me figure out what's happening. I need help. Please. Edit: I can send any logs if necessary.
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[1.16.3] Registering a new biome feature
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
I ended up solving it! Thanks for the help! -
[1.16.3] Registering a new biome feature
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
I'm not asking on how to add the new feature to a biome - I'm asking how do I register it in the first place. -
How do I register a new feature? Every method I've tried so far failed.
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[1.16.1] Using existing entities' loot tables in data gen
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
I solved it! I just had to use AT to make sheepLootTableBuilderWithDrop public so I could use it. -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
And how would I do that? Edit: never mind. I went to discord and someone helped me. Thank you so much for all of the help and patience! -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
Well - It now works. But guess what? I discovered another problem! Logging out and then in again clears the inventory of the block. Any idea why that may be? -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
I understand. So you're basically saying I need to increase this number to include the indexes of the main player inventory + hotbar. -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
I'll just send my container class - https://pastebin.com/Y5EXaVkz -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
OK, I'll just describe the current situation. I can shift-click items into the storage block, but not vice versa. -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
I meant by that that I've overridden the method, and just used the exact same implementation as the ChestContainer class. -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
What do you mean by that? If I use the same implementation of transferStackInSlot() as the vanilla ChestContainer, would it work? -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
I ended up fixing it - I had to change it in the container. Btw, is there a way to implement all of the mouse shortcuts (like shift-clicking, etc.)? -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
I am very stupid. I wrote "block" instead of "blocks". I changed it, and the textures now appears, but only the open model appears. Any idea why? Edit: it also doesn't make a sound. -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
I changed it, yet the result is the same. -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
Thank you so much. I would've never caught that bug. The storage block now works, but with one flaw - the textures don't appear. I think it has something to do with my blockstates and the fact that I'm trying to use 2 different models for when the block is open/closed. Can you please help me with that? Here's my current code: Block: https://pastebin.com/MwbaQFYA Blockstates: https://pastebin.com/y0MJrPr3 Closed model: https://pastebin.com/SW2iuG9h Open model: https://pastebin.com/yv07NqYU Thanks again! -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
I understand. I thought this is a utility method to create a container. Thanks! Time to make a custom container (don't worry I already know how)! -
[1.16.1] Creating custom storage blocks
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
Hello, first of all - I know that technically, inventories don't have rows. I wrote that by mistake. Secondly, I learned a bit about storage blocks and stuff, and here's the code I came up with. I know it's not amazing, but I can optimize it later. Right now the problem is that when I open the block, if I put any item it and close the GUI, it's empty again when I open it next time. Block: https://pastebin.com/9aTUEeNx TileEntity: https://pastebin.com/dywyZ52 -
I'm trying to create a custom barrel with more rows, but every attempt so far has ended on me giving up and starting all over. Is there a tutorial/guide on how to create them for 1.16/1.15?
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[1.16.1] How do I add new goals to vanilla entities?
TheOnlyTails replied to TheOnlyTails's topic in Modder Support
Yes. I checked multiple times.