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Everything posted by Beethoven92
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Failure message: Missing License Information in file Mod File
Beethoven92 replied to arkeN's topic in Modder Support
net.minecraftforge.fml.ModLoadingException: Missing License Information in file Mod File: C:\Users\Finn gaming\AppData\Roaming\.minecraft\mods\jei-1.15.2-6.0.0.2.jar You say you have the same problem as above, so have you tried looking at the solutions mentioned above? -
[SOLVED] [1.16.4] Ore Generation not Working
Beethoven92 replied to Linky132's topic in Modder Support
Have you checked if this: @SubscribeEvent public void loadBiomes(BiomeLoadingEvent event) { for(ConfiguredFeature<?,?> feature : ORE_GENERATORS) { event.getGeneration().withFeature(GenerationStage.Decoration.UNDERGROUND_ORES,feature); } } is actually fired or not? -
How do I fix this error Tile Entities (1.15.2)
Beethoven92 replied to Arealcoder's topic in Modder Support
I mean that the method requires a Block, you are passing in a RegistryObject<Block>. Those are not the same thing -
1.16.4 Problems making custom entity forge:swim_speed
Beethoven92 replied to Hero422's topic in Modder Support
It seems like your Entity Renderer is not correctly registered -
How do I fix this error Tile Entities (1.15.2)
Beethoven92 replied to Arealcoder's topic in Modder Support
You are passing in BLOCK_MINER, which is a RegistryObject<Block>, thats not what the tileEntity factory requires. You need to get the actual block from that RegistryObject -
You are canceling the event but you are not spawning your custom entity in the world. Also if you just need to change your item into something else when that item touches water i think you could just override the onEntityItemUpdate method inside your item class
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You override the method getRemainingItems in your custom recipe class.. if you looked at the classes i suggested you you would see exactly how vanilla does that
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Dieseben07 already told you what to do..if you want a more specific suggestion, some classes you may find helpful to look at are the SpecialRecipe class and its subclasses. In particular you can see how vanilla uses the getRemainingItems method in BannerDuplicateRecipe and BookCloningRecipe classes
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[1.16.4] [SOLVED] Model at: ... does not exist
Beethoven92 replied to nicolas14101's topic in Modder Support
Take a look how i registered Block and ItemBlock datas using data generators here: https://github.com/Beethoven92/BetterEndForge/tree/master/src/main/java/mod/beethoven92/betterendforge/data/client It seems that the blocks you need to create jsons for are simple cube blocks right? I think you overcomplicated the thing a lot -
Have you tried looking into how vanilla does that with the villager/wandering trader? That would be a good starting point
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[1.16.4] [SOLVED] Model at: ... does not exist
Beethoven92 replied to nicolas14101's topic in Modder Support
withExistingParent("opal_ore", modLoc("block/block/opal_ore")); The path block/block does not exist. -
Sorry for late response, i found this post while searching something else. Well, you need to add your custom LayerRenderer to the PlayerRenderer. You have to do this inside your client setup event handler
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You would need to add your custom layer to the player renderer, and you need to do this inside you client setup event handler (possibly inside enqueueWork). Take a look at this post: https://forums.minecraftforge.net/topic/92977-1162-render-layer-not-working/?tab=comments#comment-428356
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I see this in your code: public static final String MODVERSION = "1.10.0"; so i suppose you are updating from 1.10 to 1.12. Unfortunately 1.12 is not supported anymore on this forum. In case you decide to move to the most recent versions instead it would be better to rewrite the whole mod basically from scratch as the amount of things that changed since 1.10 is huge
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Error when trying to get a file from resources
Beethoven92 replied to Abdymazhit's topic in Modder Support
You are right, personally i never used the automatic split constructor so i forgot this was a possibility! -
The method is canInteractWith. Actually for anvil (RepairContainer) it seems to be checking if the block belongs to the ANVIL block tag
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[1.16.4] Register recipe type - cannot join server
Beethoven92 replied to bajtix's topic in Modder Support
@Override public IRecipeSerializer<?> getSerializer() { return null; } This is where you should tell the game which serializer has to be used to read/write your recipe, it should not be null -
Error when trying to get a file from resources
Beethoven92 replied to Abdymazhit's topic in Modder Support
So, "skyblock" would be your mod id right? If you specify the location of the resource like that: ResourceLocation("skyblock:rooms/storage.json") the game will default the namespace to "minecraft" and in this case it will search for "minecraft:skyblock:rooms/storage.json" which doesn't exists. When getting the ResourceLocation of your mod assets you have to specify your mod id as the first argument, like that: ResourceLocation(your_mod_id, path), where "path" in your case would be "rooms/storage.json" -
Request for how to have a Block Render an Item in the world.
Beethoven92 replied to TeuFox's topic in Modder Support
Well, since you mentioned the vanilla Item Frame, have you tried looking into its code to see what it does? You need a TileEntityRenderer to do things like: rendering an item on a block (think about a pedestal that renders an item on its top), rendering a custom model (think about the enchanting table animated book that spins around) etc..and basically rendering every other fancy effect you can think of. You may find this example very useful: https://github.com/TheGreyGhost/MinecraftByExample/tree/working-1-16-4/src/main/java/minecraftbyexample/mbe21_tileentityrenderer -
Modded shield item 'blocking' model predicate.
Beethoven92 replied to Trigonaut's topic in Modder Support
Take a look at this post: https://forums.minecraftforge.net/topic/94169-struggle-on-render-model/?tab=comments#comment-432311 -
Looks like this mod should not be installed on the server as it is client-side only
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You have to create your own blockstate json which specifies which models the game has to choose (in this case by checking the value of the LIT property)
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How do I inventory entity in my GUI to show?
Beethoven92 replied to Kadenogi's topic in Modder Support
What you are searching for is inside the class InventoryScreen. The method that draws the entity in the inventory is called drawEntityOnScreen (if you have recent mappings) -
What is confusing you about the LIT property?