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Beethoven92

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Everything posted by Beethoven92

  1. Use access transformers
  2. I have no knowledge of that API so someone else should give you advice on that. You should show your code, or share a link to your repository
  3. Are you using only your mod, and in a dev environment? It would be useful to know what your mods does or adds to the game first of all
  4. Override the getOpacity in your glass block class, look at the super method implementation to see how opacity is normally handled. It should be pretty easy to see what to put in your override
  5. The problem seems to be this last line in your main class addDimensionalSpacing method: serverWorld.getChunkProvider().generator.func_235957_b_().func_236195_a_(); You have created a tempMap where you put the structure settings but then you aren't using that tempMap at all. In fact that last line i quoted above just gets the map contained in DimensionStructureSettings and...leaves it floating in the air. Instead you are supposed to assign your tempMap to that map (which should be field_236193_d_ in DimensionStructureSettings class). You can see a lot of structure registration example here: https://github.com/Beethoven92/BetterEndForge/blob/master/src/main/java/mod/beethoven92/betterendforge/common/event/forge/WorldLoadHandler.java
  6. The register method takes a supplier of a TileEntityType, not a TileEntityType
  7. Jei seems to like images that are 256x256, you can see how i set up the images for jei usage in the link i posted above. May not be the best way to do this though. I made the images 256x256 keeping the actual gui image starting at (0, 0) for easier handling of coordinates
  8. The method needs a Block type. You have a RegistryObject type. You need to get the block from the registry object, and that's a big hint
  9. Did you create a new world after changing the level type?
  10. What did you not understand of those classes you looked at?
  11. So, from what i understand, you are looking for something like the little player model that renders in your inventory when you open it, right?
  12. I think studying a bit this example will give you useful informations: https://github.com/TheGreyGhost/MinecraftByExample/tree/working-1-16-4/src/main/java/minecraftbyexample/mbe30_inventory_basic It explains how to create a basic chest-like block. The code is very well documented
  13. You can take a look here: https://github.com/Beethoven92/BetterEndForge/tree/master/src/main/java/mod/beethoven92/betterendforge/common/integration/jei I have a very simple implementation needed to show informations for custom recipes
  14. What popoodice said plus, you can take a look here to see some examples of custom recipe implementations, their serializers and how to register them: https://github.com/Beethoven92/BetterEndForge/tree/master/src/main/java/mod/beethoven92/betterendforge/common/recipes
  15. You usually register registry entries inside their apposite registration events
  16. Well, if you use this texture for the GUI there will never be space to write "Inventory" in a human-readable character size such as it fits that little gap 😆 To change how things are rendered/placed in your GUI you need to do that in the render method of your custom screen class
  17. Your FMLCLientSetupEvent is not at all the place where you would want to register your world gen features
  18. FastLeafDecay-v25.jar seems to be for 1.16.4
  19. ColorHandlerEvent fires on the Mod bus, not the Forge bus. Also: "layer0": "modid:items/colored_weapon" is your mod id really.."modid"?? You may want to change that
  20. You had this in your class constructor: public WaywardCraft() { MinecraftForge.EVENT_BUS.register(this); RegistryHandler.init(); MinecraftForge.EVENT_BUS.register(new OreGen()); } With the third line you are registering the OreGen class to the Forge bus, this means that loadBiomes will correctly listen to the BiomeLoadingEvent (FORGE bus). With the first line you are instead registering the main mod class (this) to the Forge bus, so any event handler in the main class will listen only to Forge bus events, but FMLCommonSetupEvent is fired on the MOD bus. So you need to register you main class to the MOD bus, which you can get from: FMLJavaModLoadingContext.get().getModEventBus(); Instead of subscribing your whole class, you can also add listeners to the Mod bus with: FMLJavaModLoadingContext.get().getModEventBus().addListener(your_listener_method)
  21. Did you change the bus on which loadBiomes is registered on? It was correct before. FML setup events fire on Mod bus, BiomeLoadingEvent fires on the forge bus
  22. FMLCommonSetupEvent is fired on the Mod bus, not the forge bus
  23. So, if the list is empty it means that maybe the features aren't actually added to that list...so the last thing to check is if the OreGen.register method is called
  24. Well, if the for loop is never executed, make sure that there is actually something inside the list you are looping through
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