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Luis_ST

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Everything posted by Luis_ST

  1. then it should be: player.level.levelinfo.dimension, the names can vary depending on the mappings you are using
  2. seems to be the model is in the wrong location
  3. and where is/was this method located? and what does the "playerInfoMap" method do Edit: try getOnlinePlayers since you use mojang mappings
  4. where is/was the method located since at the moment it's a static method create by yourself
  5. 1.15 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  6. the code you post is not for 1.17, why do you post it?
  7. read the topic again its 1.16.4 and not 1.17 -> the class names being wrong, since he use mcp and not moj mappings it is required if you want to store data (like a Inventory)
  8. you should not use refelection to set the Field, overwrite all methods that use the vanilla 'fluid' Field, and copy the code of vanilla and replace the vanilla Field with LiquidBlock#getFluid The methods you need to overwrite: LiquidBlock#isPathfindable LiquidBlock#skipRendering LiquidBlock#onPlace LiquidBlock#updateShape LiquidBlock#neighborChanged LiquidBlock#shouldSpreadLiquid (AT required) LiquidBlock#pickupBlock LiquidBlock#getPickupSound
  9. take a look at this thread: and then do not place Blocks in the Chunk (= Empty/Void Chunk) via NBT Files (Note: one nbt file can store a Area of 45*48*48 Blocks, if the Structure is larger you need to divide into several NBT Files), you can take a look at the vanilla Structures like the Nether Bastions if the Structure is fixed you can place the Structure in the ChunkGenerator (but then you need a bit more logic, since with Strucure Generation distance) when you register the Structure you need set the min and max distance between two Structures, you can Simply set the min and max to a large value not sure if this possible but you can try to remove the Chunks in which the structure was generated, since as you said it is a void dimension, then you could simply generate a new chunk at this point
  10. World#tickableBlockEntities returns a List of all TileEntities which are an instance of ITickableTileEntity, World#blockEntityList returns a List of all TileEntities which are in the World you can copy the List into a World Capability, note: i'm not sure if you remove them from the List if they were also removed from the World
  11. dimensions are json based, you register them via a Codec. for a Dimension you need a ChunkGenerator, a BiomeSource, a Dimension json file and a DimensionType json file also a lot of ResourceKeys. you can take a look at these links (it's a practical example): ChunkGenerator (Note: you can also look at the vanilla ChunkGenerator, and if you use a AT extends it) , BiomeSource, Dimension File, DimensionType File, ResourceKeys, Dimension Registry
  12. can you post a git repo of your mod, so i can debug this
  13. try to use the full texture path so like mod_id:textures/block/test.png
  14. try to remove the .png, because it can be that minecraft adds this automatically
  15. did you run the command on the console?
  16. you can't if you are sure the create mod is causing the error you can try to use a newer version of the mod if you use the latest version report the bug to the mod author
  17. you could refer to the docs, there are examples you could use: Forge Community Wiki Minecraft Forge Documentation
  18. are you sure this is the latest debug log, since there is no error
  19. you haven't, you still store the ModEventBus in a static Field and you register the Renderer of your Entity in FMLCommonSetupEvent and not in FMLClientSetupEvent Edit: you still use static initializer for your EntityTypes, I would recommend you to look again at the basics for the Registry System: FCW or the Forge doc
  20. post debug log, if you use java 17 downgrade to java 16, since at the moment not supported by Forge
  21. Forge doesn't support java 17 yet, use java 16 instead
  22. Use the ModEventBus direct and not the Field you create move the DeferredRegister into the same class where you use it (where you create the RegistryObjects, what you're not doing yet) use RegistryObjects instead of static initializer public static final Block EXAMPLE = new ExampleBlock(); // should be: public static final RegistryObject<ExampleBlock> EXAMPLE = <DeferredRegister_Field>.register("example", new ExampleBlock()); call RenderingRegistry#registerEntityRenderingHandler in FMLClientSetupEvent and register the Renderer
  23. do the same thing as vanilla in DeathScreen...? i'm not sure if this would work, but the normal respawn logic is fired when you click the Respawn-Button in the DeathScreen which is LocalPlayer#respawn, it will send a ServerboundClientCommandPacket with the respawn Action to the Server, the handle methode on Server use the same code your are running (PlayerList#respawn), but with the missing data (position and look)
  24. error in Xaero's Minimap or in Xaero's World Map, check if both Mods are up to date, if they are, find out which mod is causing the chrash and report the error to the mod author

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