Jump to content

Beethoven92

Members
  • Posts

    687
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Beethoven92

  1. You can work in 1.16.4 if you wish so. Anyway the BiomeLoadingEvent should for sure be available to you
  2. Not sure if there is, but it would be quite easy to make..what is actually the point of the little player rendering in the corner though?
  3. If you don't have BiomeLoadingEvent i suggest you upgrade to a newer forge version. Here you can find some example on how to use the BiomeLoadingEvent: https://github.com/Beethoven92/BetterEndForge/blob/master/src/main/java/mod/beethoven92/betterendforge/common/event/forge/BiomeModification.java
  4. I apologize...i misread the part where you say that your custom beacon inventory actually opens fine! Yeah, the proximity check is doing its job, the problem seems to be that when pressing the confirm button you are sending a vanilla CUpdateBeaconPacket, then handled by the server, which will check if your open container is a BeaconContainer. It would be helpful to see the complete code you have, please post a link to your repository
  5. Show what you tried then. It should be "enchantment.your_mod_id.your_enchantment_id"
  6. The beacon container uses a proximity check to see if the player is near enough to open the container..unfortunately this check is hardcoded to only work with the vanilla Blocks.BEACON. So if you created your own beacon block this will be different from the vanilla one, and the proximity check will always fail leading to the behavior you described above. You need to override canInteractWith in your ModBeaconContainer (which i suppose directly inherits from the BeaconContainer class?) and allow interaction with your own Beacon block
  7. Why using a font so big that one has to go back and forth to read a single line of text? 😪 So, once you have your ore feature registered (which, from what you said, i assume you have, correct me if i am wrong), you can add it to all biomes, or just some of them, in the BiomeLoadingEvent
  8. Apparently here: BlockList.tutorial_slab = new SlabBlock(Block.Properties.from(BlockList.tutorial_slab)).setRegistryName(location("tutorial_slab")) your BlockList.tutorial_slab block is null when the block registration event is fired..i suggest you use deferred register to manage your registry entries
  9. public VendingTile(TileEntityType<?> tileEntityTypeIn) You don't need an argument in the constructor of your tile entity as in this case is not used since you are passing the TileEntityType to the super class: super(CommonRegistry.TILE_VENDING.get());
  10. What do you mean it won't run without optifine? Does the game crashes? If it does, please provide a log
  11. Hmmm the bow always aim at where the player is looking at, doesn't matter if it is first or third person view...do you want your item to have a similar behaviour to the bow when right clicked? You can override getUseAction in your item class and return UseAction.BOW
  12. https://www.curseforge.com/minecraft/mc-mods/tektopia Probably this one
  13. Well, if the texture is not showing up, it means that something is wrong for sure. When you get missing textures or models issues, a good practice is to check your logs to see what went wrong, as the game will tell you where it tried to search for the file and why it could not locate it...in your case i think you named your blockstate folder "blockstate", it should be "blockstates"
  14. Not really, as the colors are read from the associated rocket item nbt data...if you are just trying to spawn the firework spark particles on their own, but with a specific color, you could create your own particle effect that mimic the behaviour of the sparks but lets you specify the color you want
  15. FIrst of all, when testing remove Optifine, as that only add more stuff to the log which isn't really necessary (also sometimes Optifine can be the cause of some issues itself..)..could you share your modlist, complete with the version of each mod?
  16. Use a Supplier for the Item instead of the Item itself
  17. So, line 109 here: https://github.com/TelepathicGrunt/StructureTutorialMod/blob/ad5250c0e15eee67b413eebabee238f9b8cd784d/src/main/java/com/telepathicgrunt/structuretutorial/STStructures.java#L109 is actually required. you may not want to comment out that part. Line 95 is needed only if you want your structures to fill with blocks the underneath space if needed, like, for example, village buildings. To easily and quickly locate a structure in your world use the /locate command. Minecraft source code will be already provided in your mod project. You can find it in external libraries inside your IDE.
  18. I didn't really have time to carefully read all your code, so..what was the problem? Sharing how you solved your issue may be helpful to those who may read this post in the future
  19. Have you tried looking whats inside the TileEntityType.Builder class? Then it will be very obvious which method you have to use to create you tile entity type
  20. So, here is a good (commented) guide on nbt structure generation: https://github.com/TelepathicGrunt/StructureTutorialMod Here we have some other examples (uncommented) of structures loading from nbt data files: https://github.com/Beethoven92/BetterEndForge/tree/master/src/main/java/mod/beethoven92/betterendforge/common And last but not least, vanilla has a lot of examples regarding structures that are loaded from nbt and placed into the world. You can try looking at the Igloo, which is one of the simplest. Those are all good places to start learning about nbt structures. Come back if you have questions or if you did not understand something
  21. Which is the entity not spawning? Also, it would be easier to see what's wrong if you posted a link to your repository
  22. You need to override createSpawnPacket in your entity class. Look at this guide for reference: https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe81_entity_projectile Also, why did you put this above your entity class? @OnlyIn( value = Dist.CLIENT, _interface = IRendersAsItem.class )
  23. What you did in the first place is correct, as you looked at the vanilla code that obtains this effect for player hearts as an inspiration...of course that code is not very explanatory as you already pointed out so, you could take some time reading it very carefully in order to assess what every line of code exactly does, or you could copy that portion of code in your code and try to play a bit with it to see how things change, and so you can adjust it to your needs
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.