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Luis_ST

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Everything posted by Luis_ST

  1. override Enchantment#getDamageBonus, and return (not call) the additional damage you want
  2. post new debug log without Chisel no, otherwise I would told him that "One of your mods needs to update to the new Fluid implementation" which is not the case in the first log
  3. One of your mods needs to update to the new Fluid implementation. You could check if all Mods are up to date, otherwise you can do nothing without having a lot of work
  4. I'm not a fan of just giving people the code they need, so here is a small and simple example of a PacketHandler with basic java you should be able to modify the packet for your purpose
  5. what did you mean by functionality? place a Block on right click?
  6. you can get the current Screen via: Minecraft.getInstance().screen you then need to check via instanceof if the Screen is an instance of your Screen, then you can set the data via setters and then you be able to use it in the your Screen for rendering etc.
  7. in the logs folder of your game directory, if you using CurseForge you need to enable the debug log in the settings
  8. you can not create registry entries in static initializer, you need to use DeferredRegister (recommended), and please show your EntityUtils class please do not share code like that, if you had a git account why did you not use a git repo?
  9. post debug log
  10. why? if you pass in OverlayRegistry.registerOverlayTop a instance of VitaSlimeOverlay this should work fine
  11. you should use the SimpleChannel#send method with two parameters, use PacketDistributor.PLAYER (as first parameter) and call #with and pass in a Suppiler with the player you want to send the Packet to
  12. you can slow down the Entity by your self in Block#entityInside
  13. which kind of error what variables are you talking about and please show your Network class on the client there is only one player which is able to have a Screen (LocalPlayer), you can get it from Minecraft.getInstance().player first of all there is no sender on the client, you also should handle client actions in a separate class to avoid conflicts with client only classes
  14. you need a custom network Packet (for more infos you can take a look at this) which will send all necessary (and only the 100% necessary) data to the server, on the server you can then modify the TileEntity in the way you want
  15. yes as D7 already told you the create method schuld return a new instance of the Item from the Dependency, but the return type of the method should be a vanilla super class (in your case Item), inside the create method you can do every thing you want, and yeah you can (need) to pass in the specific properties
  16. you can use ServerChatEvent, but you need to check if the message equals one of the following translations multiplayer.player.joined or multiplayer.player.joined.renamed, if this is the case you can set the new message via ServerChatEvent#setComponent you can use a TextComponent for simple Strings but i would recommend you to use a TranslatableComponent
  17. you can report the bug at github: https://github.com/MrScautHD/Beyond-Earth/issues
  18. Problem with CleanCut. Make sure you are using the latest version. If the Mod is already up to date, report this bug to the Mod author. for the next time you copy a log, please do not remove the formatting of the log, since it is unreadable
  19. your IDE has the solution for your, you also need to return a new instance inside the create method where did you use the if statement, since it should be inside the Supplier of the RegistryObject i'm not 100% sure what's the problem, but every Item needs a Item.Properties, so why did you not create a new instance each time?
  20. the 1.18.2 names are: ServerPlayer#getStats ServerStatsCounter you can then use ServerStatsCounter#getValue with to get the value of the Stat: Stats.CUSTOM.get(<the stat you want>)
  21. entity moving is client side, you should use an EntityDataAccessor to sync the data, you can take a look at the vanilla Entities for how to use it

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