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Luis_ST

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Everything posted by Luis_ST

  1. small update: after testing a bit, I found that the mineshaft generation is dependent on the SeaLevel (mineshafts generate below the SeaLevel), I fixed my problem by setting the SeaLevel to the maximum height of the dimension
  2. okay as the title says I have problems with some world features I am currently creating a custom dimension that will expand the overworld downwards (because the current save format, as I know, does not allow the world to be enlarged, so this is the only way i that is also possible to do this). does the vanilla carvers only replace stone? since these no matter how I add them to the dimension, they do not generate. if 1. yes how do i create my own caves, or can I change the replace block for vanilla's? I also want to change a few of the vanilla ores, which is why I tried to replace the features with BiomeLoadingEvent, but when I try to remove it, nothing happens, this is the code of my event: @SubscribeEvent(priority = EventPriority.NORMAL) public static void biomeLoading(BiomeLoadingEvent event) { ResourceLocation biomeName = event.getName(); Category category = event.getCategory(); BiomeGenerationSettingsBuilder generationBuilder = event.getGeneration(); if (category == Category.THEEND) { } else if (category == Category.NETHER) { } else { generationBuilder.getFeatures(Decoration.UNDERGROUND_ORES).removeIf((supplier) -> { ConfiguredFeature<?, ?> feature = supplier.get(); if (feature.config instanceof OreFeatureConfig) { OreFeatureConfig oreConfig = (OreFeatureConfig) feature.config; if (oreConfig.state.getBlock() == Blocks.COAL_ORE) { return true; } else if (oreConfig.state.getBlock() == Blocks.IRON_ORE) { return true; } else if (oreConfig.state.getBlock() == Blocks.GOLD_ORE) { return true; } else if (oreConfig.state.getBlock() == Blocks.LAPIS_ORE) { return true; } else if (oreConfig.state.getBlock() == Blocks.REDSTONE_ORE) { return true; } else if (oreConfig.state.getBlock() == Blocks.DIAMOND_ORE) { return true; } } return false; }); } } a few other questions about the world features: my dimension is completely made of stone (custom, 0-256) but still generate mineshafts far down in the world, what is the value of the generation height based on i have already looked at the feature and found something with the sea level but this has not changed anything thanks for replies
  3. https://mcforge.readthedocs.io/en/1.16.x/datagen/intro/
  4. you have to do this in the model of the block, you can look in your IDE in the library of minecraft forge ("client-extra") there are all vanilla models, the creafting table model would be interesting for you
  5. show what you create and this is basic java, not really complicated you have already used an event so change the event to AttackEntityEvent and use this to get the DamagSource as an entity (you should then test whether the entity is a LivingEntity) Entity entity = event.getSource().getTrueSource(); and then
  6. there is no LogBlock minecraft uses the RotatedPillarBlock look in the Blocks class how minecraft creates log blocks
  7. no minecraft prefers java version 8, but forge works with forge java version 8 to 15
  8. use PlayerEntity#getCapability and use CapabilityItemHandler#ITEM_HANDLER_CAPABILITY as parameter example: https://github.com/Luis-st/Forge-1.16.5-36.0.1-mdk/blob/main/src/main/java/net/luis/cave/api/entity/player/PlayerManager.java
  9. 1.12.2 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  10. your block needs to expand BreakableBlock
  11. okay thanks, i have to adjust the speed again, but the rotation works
  12. Damn, I probably misunderstood the question unfortunately I can't help you with the access transformer because I prefer java reflection. therefore i use it to add the gamerules
  13. So if I got it right you want to create your own gamerule? Some time ago I wrote a mod in which I created my own Gamerules those would be the most important classes that I created: the GameRule class the class with the GameRule fields (includes all my created GameRules) and the registration if you should ever create gamerules like me then didn't use DeferredWorkQueue#runLater as registration use FMLCommonSetupEvent#enqueueWork instead
  14. done, but all TE's still have the same TEST, the only thing that has changed is that the animation has become smoother this is now the TE and this the TESR
  15. okay, but how should I render the TESR from the tick method of my TE, since rendering is the task of the TESR. I try to create this using the BellTileEntity and BellTileEntityRenderer because, as far as I know, this is the only TE/TESR that has an animation
  16. so what i have to change? because I've tried to save the rotation speed in the TE (but it didn't work).
  17. Update: after a lot of testing I still haven't found the problem and I have no idea what else to try so if someone still has an idea what to try it would be very helpful
  18. I'm currently working on an industrial mod which should add some useful machines. Among other things, I added a milestone which has a TER, which turns the milewheel when it processes a recipe which works perfectly even if there is only one milestone in the world if i place a second one and only one has an active recipe, both milewheels turn now my question, how do I prevent this? this is my TER
  19. 1.12.2 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  20. if you are using the latest version, the most methods have new names because minecraft has switched to the official mojang mappings you can use the bot on the forge discord server to get the names for the methods
  21. okay then look into the minecraft furnace class (tileentity, container, and recipe serializer), and change the whole thing for your furnace
  22. a while ago i created an furnace that uses custom recipes look in here: and this is my git repo for the furnace https://github.com/Luis-st/XOres-1.16.1-6.4
  23. has done itself i have found a solution
  24. okay makes sense, but how do I prevent the tileentity data from being updated before it is not loaded? in the forge doc to synchronize tileentity data it is checked whether the area is loaded, includes this also the data of the tileentity? I had used add(i, T) to save the order of the list, but in the end it would not change anything in the function of the tileentity...
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