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Luis_ST

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Everything posted by Luis_ST

  1. 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
  2. first of all please use the code feature to post code show more of your code, are the methods called?
  3. 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
  4. then unfortunately I have no idea, you could check an even larger area
  5. you can set these with ModelBuilder#transforms and then TransformsBuilder#transform with Perspective you want to set, you could use this as and example
  6. do not use the auto completion of your IDE
  7. in how many chunks have you checked the ores generation? Question for me, how did you check the Ore generation?
  8. 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)
  9. 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
  10. in your version it should be fireResistant and not immuneToFire, try with fireResistant
  11. 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; }
  12. then the method is called Item.Properties#fireResistant
  13. post the line in your build.gradle file which looks like: mappings channel: '***', version: '***'
  14. Luis_ST replied to ErrorTextures's topic in Modder Support
    first of all codes are not from Forge it's from vanilla (mojang), you could start here: https://forge.gemwire.uk/wiki/Codecs
  15. 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.
  16. which version and which mappings did you use?
  17. so in summarize you want to extends the vanilla Doors to a height of 3 Blocks? am I right?
  18. unfortunately it doesn't work for me either, the reason for that is that skipRendering is not called but i have no idea why
  19. you find it in .minecraft/logs/debug.log
  20. 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
  21. 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
  22. 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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