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HeyImAmethyst

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About HeyImAmethyst

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    Tree Puncher

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  1. I made a crafting table block that behaves like a crafting table but only my custom recipes work on it. I made a container, recipe, recipe type, and serializer for it but my custom recipe doesnt work properly. When I put enough items to make only one craft result it works fine but if I put more than enough, like enough to make multiple at once, the items that I put in for the recipe either multiplies within the crafting grid or it doesnt get used up at all. I've tried moving code around, changing values ect. but I can't find out what is causing the issue. Here is my container class: http
  2. I have these witch hat armor items with a custom model that already renders fine when I put them on my player's head. But instead of making a 2d pixel image that I made in an art program I want to have the inventory icon be 3d like the custom model as well as have the custom model be rendered in my hand when I have the items selected. I tried looking on google and on the discord and someone said I could use a ISTER or custom model loader but I have no idea how to set them up. I already tried looking on google but it's either the information is outdated or the method isn't for what I want.
  3. Thanks! I was able to get it to work. The render is funky but I'll figure it out. At least something is on my player's back XD. But if I wanted other players to see the wings if I am on a server, would I need to do something similar in a server event similar to FMLClientSetupEvent or is this a whole different process completely?
  4. The code is in here: package com.HeyImAmethyst.MagiWitchHats; import net.minecraft.advancements.criterion.ItemPredicate; import net.minecraft.client.Minecraft; import net.minecraft.client.entity.player.AbstractClientPlayerEntity; import net.minecraft.client.renderer.entity.EntityRendererManager; import net.minecraft.client.renderer.entity.PlayerRenderer; import net.minecraft.client.renderer.entity.model.PlayerModel; import net.minecraft.data.DataGenerator; import net.minecraft.entity.EntityPredicate; import net.minecraft.item.ItemGroup; import net.minecraft.item.ItemStack; import n
  5. I tried putting this in my main mod class just to see if I can get it to work: Minecraft mc = Minecraft.getInstance(); EntityRendererManager manager = mc.getRenderManager(); manager.getSkinMap().get("default").addLayer(new LayerWings<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>(WingsRenderer.instance)); manager.getSkinMap().get("slim").addLayer(new LayerWings<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>(WingsRenderer.instance)); But I'm getting this error: Failure message: Magi Witch H
  6. I put my event in the same place as my flying event so I assumed it was working
  7. When I was making custom witch hat models, I was having problems with the model not properly following the player head. I learned that I needed to keep them local so that there weren't issues like that and I have tested it with them being global vs them being local and it makes a difference. For the render part I think I was following a tutorial on out to import custom models and the render part was commented out. I'll uncomment the method though in case it makes a difference. Edit: Here is the website I used to help me make my witch hats https://championash5357.github.io/Cham
  8. Oh ok! Is there a better way I can add the layer to the player?
  9. I added and item the allows the player to fly when if it is in the player's inventory and I want to have wings appear on the player when ever the item is in the inventory, Similar to how extra utilities does it with the angel rings it adds. I learned that I can to this with render layers. I followed the class structure for the elytra render layer and I saw that online I can add the layer in with an event but it is not rendering on my player. I'm not even getting any broken texture letting me know that at least my model is on the player. This is my layer class for my wings: package
  10. Yea, I realized how obvious it was after I wrote my comment XD. I'm going to try and get this to work. Thanks for your help!
  11. It doesn't? Wait so the does read method reads the json file and the write method writes it out? What would I need to put in read method then? Because in the documentation it says that the conditions are already deserialized or was that specific to that code? Im looking online about reading and writing json files and I saw these: https://stackoverflow.com/questions/10926353/how-to-read-json-file-into-java-with-simple-json-library https://stackoverflow.com/questions/2591098/how-to-parse-json-in-java https://www.geeksforgeeks.org/parse-json-java/ Is that what I need to
  12. Okay so I changed it, and I doubled and triple checked to see if I have everything written right and my .json files in the right place. But in my error log it is giving me this error [m[1;31m[12:11:24] [Render thread/ERROR] [ne.mi.co.lo.LootModifierManager/]: Couldn't parse loot modifier mwh:dust_drop java.lang.NullPointerException: Cannot invoke "com.google.gson.JsonElement.isJsonObject()" because "element" is null at net.minecraftforge.common.loot.LootModifierManager.deserializeModifier(LootModifierManager.java:130) ~[forge-1.16.2-33.0.61_mapped_snapshot_20200514-1.16-recomp.jar:?]
  13. I'm trying to make it so that witches drop a custom item I made. I read that I needed to use global loot modifiers and I am currently looking at the documentation as well as other posts online about how to use them and I can't seem to fully understand what I need to put in my code. This is my what I have in my global_loot_modifiers.json: { "replace": false, "entries": [ "global_loot_test:witch" ] } my witch.json: { "type": "mwh:dust_drop", "conditions": [ { "condition": "minecraft:killed_by_player" }, { "condition": "mine
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