Everything posted by TheOnlyTails
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Player argument not using the current player by default
Thanks, this fixed it!
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Player argument not using the current player by default
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).
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Player argument not using the current player by default
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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[1.16.4] I can't figure out what's going wrong here. (Problem with world gen)
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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[1.15.2] How would I generate loot tables for loot chests in structures?
How would I generate loot table for structures? For example, here's my code to generate block loot tables: https://paste.gg/p/anonymous/aa78cddf46914b20920c9210824acfb9 How would I adapt it for loot chests?
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[1.16.3] Registering a new biome feature
I ended up solving it! Thanks for the help!
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[1.16.3] Registering a new biome feature
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.
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[1.16.3] Registering a new biome feature
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
I solved it! I just had to use AT to make sheepLootTableBuilderWithDrop public so I could use it.
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[1.16.1] Using existing entities' loot tables in data gen
Hello, I'm trying to implement data gen for my custom sheep, and so far, I've just used the regular sheep's loot table. How do I replicate the same behavior? My original loot table: https://pastebin.com/UbZ1bgHv My progress so far on the data gen version: https://pastebin.com/ajxaf1EE Thanks!
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[1.16.1] Creating custom storage blocks
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!
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[1.16.1] Creating custom storage blocks
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?
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[1.16.1] Creating custom storage blocks
I understand. So you're basically saying I need to increase this number to include the indexes of the main player inventory + hotbar.
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[1.16.1] Creating custom storage blocks
I'll just send my container class - https://pastebin.com/Y5EXaVkz
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[1.16.1] Creating custom storage blocks
OK, I'll just describe the current situation. I can shift-click items into the storage block, but not vice versa.
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[1.16.1] Creating custom storage blocks
I meant by that that I've overridden the method, and just used the exact same implementation as the ChestContainer class.
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[1.16.1] Creating custom storage blocks
What do you mean by that? If I use the same implementation of transferStackInSlot() as the vanilla ChestContainer, would it work?
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[1.16.1] Creating custom storage blocks
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.)?
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[1.16.1] Creating custom storage blocks
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.
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[1.16.1] Creating custom storage blocks
I changed it, yet the result is the same.
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[1.16.1] Creating custom storage blocks
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!
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[1.16.1] Creating custom storage blocks
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)!
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[1.16.1] Creating custom storage blocks
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
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[1.16.1] Creating custom storage blocks
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?
Yes. I checked multiple times.
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