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<Gl33p_0r4nge>

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About <Gl33p_0r4nge>

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  1. Yes thanks it works now: BTW in console I got this: [09:44:59] [Render thread/ERROR] [minecraft/Util]: No data fixer registered for shrapnel_tnt is it something I should worry about?
  2. So I have the following: ShrapnelTNTEntity: package me.gleep.oreganized.entities; import me.gleep.oreganized.util.RegistryHandler; import net.minecraft.entity.*; import net.minecraft.nbt.CompoundNBT; import net.minecraft.network.IPacket; import net.minecraft.network.datasync.DataParameter; import net.minecraft.network.datasync.DataSerializers; import net.minecraft.network.datasync.EntityDataManager; import net.minecraft.network.play.server.SSpawnObjectPacket; import net.minecraft.particles.ParticleTypes; import net.minecraft.world.Explosion; import net.minecraft.world.World; i
  3. Okay I see that no one probably know how but can you at least tell me where should I get the rendered player view?
  4. I have no idea how to do some screen rendering nor did something like this before. But I want to make something like nausea effect but little bit more than just portal effect. I want to do something that will get the actuall player view and make it flipped and mirror it and blend it with the players view so it will look something like this: And yes I want it to shake. plus I would like to render the particles like every effect should render. Thanks for any help
  5. Okay I know that what I did is horible but I look at it and rework it so now Im using the ObfuscationReflectionHelper and it works fine. But for the static final, I need to call it only once each time enitity spawns (or the world loads) so I think its not neccessary.
  6. OMG it works but not completly. It will probably be something with my code bcs I have never used predicates or reflections but I somehow managed to make it work (and Im proud of it 😆). So now I have problem with that when it is not "angry" on me and I have the armor its okay he don't even notice me but while he is targeting me and I equip the armor he is still following me and is trying to hit me. Here is the code: @SubscribeEvent public static void onEntityJoin(EntityJoinWorldEvent event){ if (event.getEntity().isLiving()) { LivingEntity living = (Livin
  7. Hi maybe Im super dumb but I just cant find where to change/cancel what entity should be the mob attacking (I mean the thing when for example zombie follows you and attacks you) can someone tell me where can I find this and how to change the value to null or cancel the tracking? I just want to make mob neutral when Im wearing my custom mod armor. Thanks for any help.
  8. Nice now it is working that when I right click it changes to my cauldron and when I get the item out again by right clicking with bare hand it pops out and changing back to the vanilla cauldron. And my question is how can I check for source of fire under the cauldron (I maybe have idea just when event is fired on block (campfire) is placed) and how to change the content of the cauldron after some ticks (I have never worked with ticks and other related stuff)?
  9. Like if I put in lead block (which is from my mod) then put campfire/some source of fire under it, it melts. Like water it will have 3 "levels" that means that it will change texture from basic block to melted stage and to completly melted then the player could get it from the cauldron with bucket recieving lead bucket which I haven't created yet and tbh maybe you right about it not overriding the cauldron because with this I override the water colors which is controlled somwhere else as I guess.
  10. But I need interaction so I think It's better for me to create new Cauldron
  11. I looked in the forum and yeah it looks like forge really dont like overriding vanilla items/blocks with custom block states so I need to create my cauldron anyway: [10:22:41] [Render thread/ERROR] [ne.mi.re.GameData/REGISTRIES]: Registry replacements for vanilla block 'minecraft:cauldron' must not change the number or order of blockstates. Old: level={0,1,2,3} New: content={0,1,2};level={0,1,2,3} but still happy that I made it like this so it could actually work. Maybe in 1.17 there will be more support to adding custom fluids to cauldron as they add lava and other to cauldron
  12. ohhh, allright now I understatnd thats Registry: package me.gleep.oreexpansion.util; import me.gleep.oreexpansion.OreExpansion; import me.gleep.oreexpansion.armors.STAMaterial; import me.gleep.oreexpansion.armors.ArmorBase; import me.gleep.oreexpansion.blocks.*; import me.gleep.oreexpansion.blocks.tileentities.SilverBlockTileEntity; import me.gleep.oreexpansion.items.ItemBase; import me.gleep.oreexpansion.tools.STSMaterial; import me.gleep.oreexpansion.tools.STSBase; import net.minecraft.block.Block; import net.minecraft.block.BlockState; import net.minecraft.inventory.Equi
  13. Okay so, I tried this in the constructor (the second line is what I tried first): this.setDefaultState(this.getDefaultState().with(LEVEL, Integer.valueOf(0)).with(CONTENT, Integer.valueOf(0))); this.setDefaultState(this.stateContainer.getBaseState().with(CONTENT, Integer.valueOf(0)).with(LEVEL, Integer.valueOf(0))); And I still got the same error: I tried it without that 2 methods with one of them and still don't working. I don't know if I mention that but I'm registring it as vanilla block. It was working before I start to deal with block states. And also Im creating n
  14. So I'm trying to override/recreate vanilla cauldron's mechanic. I end up with this... My Cauldron Code: package me.gleep.oreexpansion.blocks; import me.gleep.oreexpansion.util.RegistryHandler; import me.gleep.oreexpansion.util.CustomBlockStatePropeties; import net.minecraft.block.*; import net.minecraft.block.material.Material; import net.minecraft.block.material.MaterialColor; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.entity.player.ServerPlayerEntity; import net.minecraft.item.*; import net.minecraft.potion.PotionUtils; import net.minecraft.potion.Potions
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