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  • Giga_5

Giga_5

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    July 31, 2020
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    September 11, 2020

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About Giga_5

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    Tree Puncher

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  1. Giga_5

    [CLOSED] Help with Oregen

    Giga_5 replied to Giga_5's topic in Modder Support

    Nevermind, i fixed it
    • September 11, 2020
    • 2 replies
  2. Giga_5

    [CLOSED] Help with Oregen

    Giga_5 posted a topic in Modder Support

    Hello! I'm new to oregen, and trying to dip my toes in the water so to speak. My oregen currently doesnt work, and none of my ore spawns in the world. I have tried both CountRange and DepthAverage for the configuration, neither have worked. here is my class to set oregen: public class GenerateCStone { public static void generateCStone() { for(Biome biome : ForgeRegistries.BIOMES) { ConfiguredPlacement<DepthAverageConfig> genPlacementConfig = Placement.COUNT_DEPTH_AVERAGE.configure(new DepthAverageConfig(200, 40, 60)); biome.addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, Feature.ORE .withConfiguration(new OreFeatureConfig(OreFeatureConfig.FillerBlockType.NATURAL_STONE, Storage.CSTONE.getDefaultState(), 7)) .withPlacement(genPlacementConfig)); } } } and here's the registerer to register the generator to the game: @Mod.EventBusSubscriber(modid = Main.MODID, bus = Mod.EventBusSubscriber.Bus.MOD) public class UtilRegister { @SubscribeEvent void setup(FMLCommonSetupEvent e) { DeferredWorkQueue.runLater(GenerateCStone::generateCStone); } } Any help would be appreciated!
    • September 11, 2020
    • 2 replies
  3. Giga_5

    [1.16.1] Problem with ArmorTier

    Giga_5 replied to Giga_5's topic in Modder Support

    is this a mappings related issue?
    • August 30, 2020
    • 4 replies
  4. Giga_5

    [1.16.1] Problem with ArmorTier

    Giga_5 replied to Giga_5's topic in Modder Support

    20200723-1.16.1, the latest one according to the forge discord bot
    • August 29, 2020
    • 4 replies
  5. Giga_5

    [1.16.1] Problem with ArmorTier

    Giga_5 posted a topic in Modder Support

    I am making a custom armor material for my armor but it seems to break no matter what i do. If I enter func_230304f() as a class method, it complains about the lack of getKnockbackResistence(), and vice versa. The error message is also confusing, saying ABTier is not abstract and does not override abstract method getKnockbackResistance() in IArmorMaterial To my knowledge, IArmorMaterial has no method called getKnockbackResistence(). If I include both, It throws a ClassFormatError for duplicate methods on startup. What should I do? Here is the code for my armor item tier: public enum ABTier implements IArmorMaterial { BOMBSHIRT("bombshirt", 80, new int[] {2, 2, 2, 2}, 0, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 0.0F, 0.5F, null); private static final int[] MAX_DAMAGE_ARRAY = new int[]{9, 10, 12, 13}; private final String name; private final int maxDamageFactor; private final int[] damageReductionAmountArray; private final int enchantability; private final SoundEvent soundEvent; private final float toughness; private final float knockbackResistance; private final Lazy<Ingredient> repairMaterialLazy; private ABTier(String nameIn, int maxDamageFactorIn, int[] damageReductionAmountArrayIn, int enchantabilityIn, SoundEvent soundEventIn, float toughnessIn, float knockbackResistanceIn, Supplier<Ingredient> repairMaterialSupplier) { this.name = Main.MODID + ":" + nameIn; this.maxDamageFactor = maxDamageFactorIn; this.damageReductionAmountArray = damageReductionAmountArrayIn; this.enchantability = enchantabilityIn; this.soundEvent = soundEventIn; this.toughness = toughnessIn; this.knockbackResistance = knockbackResistanceIn; this.repairMaterialLazy = Lazy.concurrentOf(repairMaterialSupplier); } @Override public int getDurability(EquipmentSlotType slotIn) { return this.maxDamageFactor; } @Override public int getDamageReductionAmount(EquipmentSlotType slotIn) { return this.damageReductionAmountArray[slotIn.getIndex()]; } @Override public int getEnchantability() { return this.enchantability; } @Override public SoundEvent getSoundEvent() { return this.soundEvent; } @Override public Ingredient getRepairMaterial() { return this.repairMaterialLazy.get(); } @OnlyIn(Dist.CLIENT) public String getName() { return this.name; } @Override public float getToughness() { return this.toughness; } public float func_230304_f_() { return this.knockbackResistance; } public float getKnockbackResistance() { return this.knockbackResistance; } }
    • August 29, 2020
    • 4 replies
  6. Giga_5

    [1.16.1] How to change details of player vision

    Giga_5 posted a topic in Modder Support

    Are there any ways to change a player’s vision, similar to how nightvision/nausea/blindness changes vision? Or are they hard coded? I wanted to create a “sun scorched” effect that increases exposure on a player’s screen, making it extremely bright. Would this be possible?
    • August 28, 2020
    • 2 replies
  7. Giga_5

    [1.16.1] Help with an Event

    Giga_5 posted a topic in Modder Support

    Hello! Novice modder here. I am creating an item that spawns a creeper at the player's location upon player death. It works fine, however I am trying to make it so that the KPS ItemStack is shrank (shrunk?) by 1 each time the player dies, as if the items are being "consumed" by spawning a creeper. How would I go about doing this? Here is my current code: public class KPSEvent { @SubscribeEvent public void onDie(LivingDeathEvent e) { LivingEntity k = e.getEntityLiving(); ItemStack sl = new ItemStack(Holder.KPS); CreeperEntity c = new CreeperEntity(EntityType.CREEPER, k.getEntityWorld()); if(e.getEntity() instanceof PlayerEntity) { if(((PlayerEntity) e.getEntity()).inventory.hasItemStack(sl)) { ((PlayerEntity) e.getEntity()).inventory.deleteStack(sl); c.setPosition(k.getPosX(), k.getPosY()+1, k.getPosZ()); k.getEntityWorld().addEntity(c); } } } }
    • August 26, 2020
    • 1 reply
  8. Giga_5

    [1.16.1] Getting spawn point

    Giga_5 posted a topic in Modder Support

    Hello! Sorry if this is a duplicate post, but I couldn't seem to find any other sources. How do you get a player's spawn point? I want to create a food item that will teleport the player to their spawnpoint upon eating it, however I have hit a roadblock when it comes to actually retrieving a player's spawnpoint. Any help would be appreciated!
    • August 24, 2020
    • 1 reply
  9. Giga_5

    [1.16.1] rayTracing being weird [SOLVED]

    Giga_5 replied to Giga_5's topic in Modder Support

    Ahh it worked! thank you for the help. I plan on adding different "types" of enderdust soon to teleport different lengths, I just havent done the NBT stuff yet
    • August 17, 2020
    • 3 replies
  10. Giga_5

    [1.16.1] rayTracing being weird [SOLVED]

    Giga_5 posted a topic in Modder Support

    Hello! RayTracing is still a very new concept to me so this code may be very bad. I am making a mod that adds an enchantment that is supposed to teleport the player where the are looking when holding a certain item, enderdust. Currently it works, however the teleportation is very janky. I get teleported backards, side to side, into blocks, and almost never directly where I am looking. Any help would be appreciated. Code for the teleportation event: public class TeleBootEvent { @SubscribeEvent public void teleBoot(PlayerInteractEvent.RightClickItem event) { PlayerEntity player = event.getPlayer(); Vector3d eyePos = player.getEyePosition(1.0F); BlockRayTraceResult result = player.getEntityWorld().rayTraceBlocks(new RayTraceContext(eyePos, player.getLookVec(), RayTraceContext.BlockMode.COLLIDER, RayTraceContext.FluidMode.NONE, player)); double x = result.getPos().getX(); double y = result.getPos().getY(); double z = result.getPos().getZ(); ItemStack armor = player.getItemStackFromSlot(EquipmentSlotType.FEET); ItemStack enderdust = new ItemStack(ObjectHolderStorage.ENDERDUST); if (EnchantmentHelper.getEnchantmentLevel(ObjectHolderStorage.TELEBLINK, armor) > 0) { if (result.getType() == RayTraceResult.Type.BLOCK) { if (player.getHeldItemMainhand().isItemEqual(enderdust)) { player.setPosition(x, y + 0.5, z); } } } } }
    • August 17, 2020
    • 3 replies
  11. Giga_5

    [1.16.1] Help with understanding rayTracing

    Giga_5 replied to Giga_5's topic in Modder Support

    World#rayTraceBlocks doesn't seem to still be a thing in 1.16.
    • August 16, 2020
    • 3 replies
  12. Giga_5

    [1.16.1] Help with understanding rayTracing

    Giga_5 posted a topic in Modder Support

    Hello! This may be a noobish question, but i'm trying to get a better understanding of forge functions. How does one properly implement a raytrace? Say, for instance, I wanted to get the coordinates of a block a player is looking at, outside of the normal "reach" range. How would I go about doing this? Any help would be appriciated
    • August 16, 2020
    • 3 replies
  13. Giga_5

    [1.16.1] How to apply custom logic to a projectile from an enchanted bow?

    Giga_5 replied to Giga_5's topic in Modder Support

    do I do this just by registering the bow-based item with the namespace "minecraft:bow"?
    • August 15, 2020
    • 6 replies
  14. Giga_5

    [1.16.1] How to apply custom logic to a projectile from an enchanted bow?

    Giga_5 replied to Giga_5's topic in Modder Support

    I guess what I’m trying to ask is how do I (if possible) make it so vanilla bows use a different, modified version of onPlayerStoppedUsing instead of the default one? It seems like all of the modifiers that set the arrow’s state from the bow’s enchantment are in there.
    • August 15, 2020
    • 6 replies
  15. Giga_5

    [1.16.1] How to apply custom logic to a projectile from an enchanted bow?

    Giga_5 replied to Giga_5's topic in Modder Support

    How would i go about overriding the onPlayerStoppedUsing method?
    • August 15, 2020
    • 6 replies
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