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Luis_ST

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Everything posted by Luis_ST

  1. Inside the IIngameOverlay (which you implemented in a lambda expression) you need to render the Overlay. Basically you can do the same things as you done it in RenderGameOverlayEvent.Post.
  2. Please post debug.log from server and client.
  3. Looks like a compatibility issue between Majrusz's Enchantments and Allurement.
  4. Please post debug.log from the logs folder, if there is already a debug.log. If there is no debug.log please start the server from command line and post the full output here.
  5. You can use https://imgur.com/ for images.
  6. There is only one installer which work on all OS, the .jar installer. Why do you need the old windows installer?
  7. Your not setting the namspace to your mod id in the ResourceLocation of the texture, minecraft tries to load the textures from the minecraft namespace
  8. You don't need to use itemModels there, you need to use a ModelFile of the Block. You can use a ExistingModelFile or a UncheckedModelFile depends on whether the Block model has already been generated or not. You can get the location for the ModelFile from #blockTexture.
  9. Are you sure the boots texture is at the correct position in the texture file? Please post the texture you used and a in game screenshot how it currently looks like.
  10. Please post debug.log from the logs folder.
  11. The way to go would be a GLM, see: https://forge.gemwire.uk/wiki/Dynamic_Loot_Modification#The_LootModifier_Subclass Unfortunately the document is not up to date since the Serialition is now (1.19) done via a Codec. You can take a look at this Forge test Mod for a 1.19 example.
  12. Library ferret, Aquaculture 2 and MmmMmmMmmMmm needs to update to the recent breaking changes of Forge. Check if there are updated versions.
  13. This possibility exists i know, it's not the recommended way to do. By far the best way would be a PR that allows opening vanilla menus for modded Blocks.
  14. Talk to the Mod author, there is nothing we can do to fix this issue.
  15. Did you call ModEffects#register in the constructor of your main mod class?
  16. Please show the code you are using to register the MobEffect.
  17. You can take a look at Entity#handleInsidePortal and Entity#changeDimension to see how vanilla do this.
  18. Please post debug.log from the logs folder when you try to load a new World.
  19. Unfortunately you can not simply extends the CraftingMenu since you need a custom MenuType. But you can copy the full logic of the CraftingMenu and replace the MenuType in the constructor and add to the client constructor a FriendlyByteBuf, then you need to change the logic in #stillValid. You can return true or copy the vanilla logic and do this for your CraftingTableBlock. For the Screen you can do the same thing, you only need to change the AbstractContainerMenu to your CraftingMenu. Then you need to register the Screen in FMLClientSetupEvent in #enqueueWork via MenuScreens#register. Note you need to use NetworkHooks#openScreen for your CraftingMenu.
  20. The debug.log is a file in the logs folder of your game directory.
  21. Did you block have a Direction BlockStateProperty? Please show your code.
  22. Why should the rocket be updated if the player can't see it?

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