Everything posted by Luis_ST
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[1.17.1] Minecraft.level.clip but ignore non solid blocks
change the ClipContext.Block, since OUTLINE use the default VoxelShape, if you want to ignore non-solid Blocks you can use COLLIDER it use the collision VoxelShape
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destroying blocks when they arent connected to any blocks
first of all please use the code feature to post code show more of your code, are the methods called?
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destroying blocks when they arent connected to any blocks
did you looked at the BambooBlock? but basicly you need to check inside Block#tick if the Block can stands on the current positon via Block#canSurvive. if the Block can't stand at the current positon, you need to remove the Block via Level#destroyBlockLevel Note: Block#canSurvive retruns true by default, if you want custom logic you need to overwrite the method
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[1.18.1] Trouble Getting Ores to Spawn at an Intended Rarity and Vein Size
then unfortunately I have no idea, you could check an even larger area
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DataGenerator for display field in model JSON
you can set these with ModelBuilder#transforms and then TransformsBuilder#transform with Perspective you want to set, you could use this as and example
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How to change isImmuneToFire from custom item tool? 1.16.5
do not use the auto completion of your IDE
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[1.18.1] Trouble Getting Ores to Spawn at an Intended Rarity and Vein Size
in how many chunks have you checked the ores generation? Question for me, how did you check the Ore generation?
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[1.18.1] Biome tree generation crash
Post full log
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How to change isImmuneToFire from custom item tool? 1.16.5
take a look into the Item.Properties class, check if there's a method called fireResistant -> if there is one add the method manually to the Properties -> if not then look for a method called immuneToFire, (or smoething like this)
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[1.18.1] Biome tree generation crash
the error has nothing to do with the tree feature, you have an error in a LootTable Couldn't parse loot table prehistoricnature:blocks/lepidodendron_leaves update your repo, since there is no data folder
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How to change isImmuneToFire from custom item tool? 1.16.5
in your version it should be fireResistant and not immuneToFire, try with fireResistant
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How to change isImmuneToFire from custom item tool? 1.16.5
then it's isImmuneToFire, but i don't know why since with this mappings in my project: mappings channel: 'official', version: '1.16.5' public Item.Properties fireResistant() { this.isFireResistant = true; return this; }
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How to change isImmuneToFire from custom item tool? 1.16.5
then the method is called Item.Properties#fireResistant
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1.18.1 crash. Only when making a creative world
post debug log
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How to change isImmuneToFire from custom item tool? 1.16.5
post the line in your build.gradle file which looks like: mappings channel: '***', version: '***'
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Codes
first of all codes are not from Forge it's from vanilla (mojang), you could start here: https://forge.gemwire.uk/wiki/Codecs
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Crash: Single player - Minecraft 1.18.1 - Forge 39.0.9
Error in journeymap, make sure you use the latest version of the Mod, if you already use the latest version, report the bug to the Mod author.
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How to change isImmuneToFire from custom item tool? 1.16.5
which version and which mappings did you use?
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[1.18.1] How to add tree Features ?
yeah should be
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Extending Blocks from Vanilla - Questions about Design Philosophy with regards to Vanilla Block Properties, compatibility
so in summarize you want to extends the vanilla Doors to a height of 3 Blocks? am I right?
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[1.17.1] How to make block transparency
unfortunately it doesn't work for me either, the reason for that is that skipRendering is not called but i have no idea why
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how can i use forge 36.2.X along with Optifine??
you find it in .minecraft/logs/debug.log
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Extending Blocks from Vanilla - Questions about Design Philosophy with regards to Vanilla Block Properties, compatibility
i'm not sure what you mean they also have to use the vanilla Tag, you just have to make sure that your mod is loaded after all other mods. then loop through the tag values and remove yours and the vanilla doors, then you have the Doors from other mods the class is used in the Data Genaerator (for generationg the models) and inside the DoorBlock these is handelt by DoorBlock#setOpen
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[1.18.1] How to add tree Features ?
why did you not create the Features (ConfiguredFeature and PlacedFeature), in the same way how vanilla does it? you don't need to extends/overwrite something also the classes i told you above has a lot of examples
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Extending Blocks from Vanilla - Questions about Design Philosophy with regards to Vanilla Block Properties, compatibility
the Villager interaction on Doors is handelt via the DoorBlock and the WoodenDoors Tag, a custom DoorBlock which does not extends the vanilla DoorBlock would break the Villager interaction you need to overwrite the complete behaviour, create custom Enums for BlockStateProperties, ... replace it with a custom one if you want to do it like that then yes, since you overwrite the block completely it doesn't matter But I would recommend you to use UPPER, MIDDLE, LOWER. it would make the whole thing clearer
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