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Pickle_Face5

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Everything posted by Pickle_Face5

  1. Ok, but what RenderType do I use to make it transparent?
  2. Helo. So, I'm making a blue berry block that works fine, but the texture is filled with green in game. I tried .notSolid(), but that turned it to be filled with black. Pls help :<
  3. Hello everyone again, I was wondering how you add in custom settings into the options menu, I can't find out how to add it into a deferred register: public static final DeferredRegister<NameHere> I can't find out what to put at NameHere. Any help is appreciated, if you need me to elaborate, just ask. Thank you.
  4. Final message hopefully: // Items @SubscribeEvent public static void registerItems(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll( NETHERITE_HORSE_ARMOR = new HorseArmorItem(16, new ResourceLocation(Survival.MOD_ID + ":textures/entity/horse/armor/horse_armor_netherite.png"), new Item.Properties().group(ItemGroup.MISC)), BLUEBERRY = new BlockItem(BLUEBERRY_BUSH.getBlock(), new Item.Properties().group(ItemGroup.FOOD).food(new Food.Builder().hunger(2).build())) ); } So this? Also, if I do this way how would I make the model for it in the resources folder (like the modid:name thing)? I nevered specified a name.
  5. I can’t test this right now, but thank you!
  6. Now that I think of it, I think it might be because of my terrible coding skills for the blueberry bush If you can't fix it, I understand, but thanks for trying. :] This might help. Pastebin to BlueberryBush.java: https://pastebin.com/4Vr4uujN
  7. Alright, here's the final code: package com.pickleface.survival.world.gen; import com.google.common.collect.ImmutableSet; import com.pickleface.survival.Registry; import com.pickleface.survival.Survival; import net.minecraft.block.Blocks; import net.minecraft.block.SweetBerryBushBlock; import net.minecraft.world.biome.Biome; import net.minecraft.world.gen.GenerationStage; import net.minecraft.world.gen.blockplacer.SimpleBlockPlacer; import net.minecraft.world.gen.blockstateprovider.SimpleBlockStateProvider; import net.minecraft.world.gen.feature.BlockClusterFeatureConfig; import net.minecraft.world.gen.feature.Feature; import net.minecraft.world.gen.placement.FrequencyConfig; import net.minecraft.world.gen.placement.Placement; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent; import net.minecraftforge.registries.ForgeRegistries; @Mod.EventBusSubscriber(modid = Survival.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD) public class SurfaceGen { public static final BlockClusterFeatureConfig BLUEBERRY_BUSH_CONFIG = (new net.minecraft.world.gen.feature.BlockClusterFeatureConfig.Builder (new SimpleBlockStateProvider (Registry.BLUEBERRY_BUSH.get().getDefaultState().with (SweetBerryBushBlock.AGE, 3)), SimpleBlockPlacer.field_236447_c_)).tries(64).whitelist (ImmutableSet.of(Blocks.GRASS_BLOCK.getDefaultState().getBlock())) .func_227317_b_().build(); @SubscribeEvent public static void genSurfaceDecorations(FMLCommonSetupEvent event) { for (Biome biome: ForgeRegistries.BIOMES) { biome.addFeature(GenerationStage.Decoration.VEGETAL_DECORATION, Feature.RANDOM_PATCH.withConfiguration(BLUEBERRY_BUSH_CONFIG).withPlacement(Placement.COUNT_HEIGHTMAP_DOUBLE.configure(new FrequencyConfig(1)))); } } } Like I said earlier, I'm bad at listening to tips, so a little list of instructions and a clear saying of what to do will speed this up. Like I said earlier, I'm sorry this is taking a while and thank you for helping.
  8. // Initialize Stuff public static final BlockClusterFeatureConfig BLUEBERRY_BUSH_CONFIG = (new net.minecraft.world.gen.feature.BlockClusterFeatureConfig.Builder(new SimpleBlockStateProvider(Registry.BLUEBERRY_BUSH.get().getDefaultState().with(SweetBerryBushBlock.AGE, 3)), SimpleBlockPlacer.field_236447_c_)).tries(64).whitelist(ImmutableSet.of(Blocks.GRASS_BLOCK.getDefaultState().getBlock())).func_227317_b_().build(); } So do this?
  9. No, you can't close it, just mark it as solved in the name.
  10. I'm probably bugging you, I'm sorry, but what do you mean "it"?
  11. So what do I do? Sorry, but I'm really bad at following tips. :< This tip I get. The weird thing is is that this is almost exactly the same code than other mods I have made, like the registry and the main java file. That's why I said I think the Flower Gen is the problem, I havent't really done it before. TL,DR: please elaborate a little more.
  12. Here you go: https://pastebin.com/E1rcgTEz
  13. Hello again. My mod now crashes when loading into Minecraft. And I'm out of filler text :< Pastebin to latest.log: https://pastebin.com/zgxHvxun Any help is appreciated (again).
  14. So, it would be something like: public static final RegistryObject<Enchantment> (name here) = (DeferredRegister name).register(“enchant name”, Class::new or lambda thing)
  15. Yes I found that out, but how would I put it into an RegistryObject? Or do you put it in a RegistryEvent? Also I’m typing this on a phone and the buttons aren’t working. So that’s why it’s underlined.
  16. Thank you, it works now!
  17. So, I'm making a new enchantment, but I need to know how to register the enchantment in a RegistryObject. How?
  18. Hello (again), I was looking at a forum post and I noticed that .func_23586_h_() was now .setRequiresTool(). But for some reason (I'm using latest version of forge), its still .func_23586_h_(). I think this is from mappings, but I don't know how to find the latest mapping or how to change it. Any help is appreciated.
  19. Found it. Thank you!
  20. 1. I use 1.15.2 2. Where would that be in IntelliJ?
  21. Which one should I look in? There's probably over 50 of them.
  22. How do i find this in intelliJ?
  23. I've been looking at the forum, and I'm noticing that almost everybody is saying to check the vanilla code. How do you do this?
  24. How do I add it to a tag?
  25. Did they also remove isBeaconBase()? Just noticed that my Ruby Block Override wasn't working either

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