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hammy3502

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About hammy3502

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  1. Surprisingly enough, that did the trick! Thank you so much for all the help!
  2. Sorry, just made it public, forgot to do that.
  3. Latest commit from here should do the trick: https://github.com/hammy3502/survival-extras-2 . I haven't tested on a built JAR, only when using the runClient task.
  4. buildscript { repositories { maven { url = 'https://files.minecraftforge.net/maven' } jcenter() mavenCentral() } dependencies { classpath group: 'net.minecraftforge.gradle', name: 'ForgeGradle', version: '3.+', changing: true } } apply plugin: 'net.minecraftforge.gradle' // Only edit below this line, the above code adds and enables the necessary things for Forge to be setup. apply plugin: 'eclipse' apply plugin: 'maven-publish' version = '2.0.0' group = 'net.blf02.survivalextras2' // http://maven.apache.org/guides/mini/guide-naming-conventions.h
  5. My bad, I should have clarified before that I was using `fg.deobf`. If it helps, the crash report indicates that it can't find a method: `java.lang.NoSuchMethodError: net.minecraft.server.MinecraftServer.func_184103_al()Lnet/minecraft/server/management/PlayerList;` I have both mods using the same mappings (the mappings pre-Mojang, I'm forgetting what they're called off of the top of my head), and both mods report the actual method name as being getPlayerList(), rather than func_184103_al() when browsing through code in IntelliJ. EDIT: If it helps, the code to `apimod` is her
  6. Hello! I have a mod (let's just call it `apimod`) that I want to have other mods depend on existing. For example, if I had a mod called `examplemod`, it would require `apimod` to be installed separately for it to work properly, similarly to how other mods can use JEI's API to do things within JEI. Assuming I have both mods fully working except for any interoperability from `examplemod` to `apimod`, how would I go about adding `apimod` into my workspace for `examplemod`, but making sure the mod needs to be installed separately when running a built version of `examplemod`? So far, my closest att
  7. Was able to figure it out! For those stumbling across this, you need to Override the isEquivalentTo method in your fluid class to return true if the fluidIn matches your still fluid or your flowing fluid.
  8. Hello! I'm currently trying to add a custom fluid, however it seems to flow extremely weirdly. The source block only flows to some sides some of the time, and flowing blocks don't produce more flowing blocks of a lower level, and instead dissipate as if there were no source block! Any help would be greatly appreciated! MoltenSyrup.java public class MoltenSyrup extends FlowingFluid { @Override public Fluid getFlowingFluid() { return ModFluids.moltenSyrupFlowing.get(); } @Override public Fluid getStillFluid() { return ModFluids.moltenSyrup.get
  9. Hello! I'm currently trying to add a custom brewing stand recipe, however it seems to output the wrong potion! Instead of giving me the extended levitation potion, it's giving me the extended jumpless potion. ModPotions.java public class ModPotions { public static final DeferredRegister<Effect> EFFECTS = DeferredRegister.create(ForgeRegistries.POTIONS, SurvivalExtras2.MOD_ID); public static final DeferredRegister<Potion> POTIONS = DeferredRegister.create(ForgeRegistries.POTION_TYPES, SurvivalExtras2.MOD_ID); private static ArrayList<BrewingRecipe>
  10. I'm stupid, the RegistryObject's are suppliers. Swapping those in, and changing the code around a bit, and everything works now. Thank you so much for the help!
  11. I've put a quick temporary patch on registerTools to return a boolean, and simply register the items necessary without calling .get(), though the crash still occurs on the repairMaterial, as I'm not sure how to pass in a proper Supplier.
  12. Hello, and thank you so much for the help! I know it may not be clear from the code above, but the items are currently registered through the DeferredRegister. How would I go about getting the supplier for foodariumIngot? Just passing in the foodariumIngot is a RegistryObject<Item>, but I need a Supplier<Item>. Thank you so much for any help!
  13. Hello, and thank you for the help so far! It seems in 1.16, LazyLoadBase was moved to LazyValue, but even with that, it sadly still seems to crash. Tool Creation: public static final Item[] foodariumTools = ModToolsArmor.registerTools("foodarium", 2, 777, 8.0F, 2.5F, 16, -3.05F, ModItems.foodariumIngot.get()); Start of registerTools (rest of it is the same): public static Item[] registerTools(String materialName, int harvestLevel, int maxUses, float miningSpeed, float attackDamageExtraFromWood, int enchantability, float axeA
  14. Hello! I'm currently trying to set my ItemTier's repair material to be an item that I've added to the game, so that it can be used in an anvil. However, I seem to run into a problem where it fails to add as the registry for the repair item hasn't taken place yet! However, I'm not sure how I could fix this, as I need to register the ToolItems at some point. Here's the code I've written: Repair Material: public static final RegistryObject<Item> foodariumIngot = ITEMS.register("foodarium_ingot", () -> new Item(new Item.Properties().group(SurvivalExtras2.CreativeGroup)));
  15. Thank you so much for all the help! I moved all the entities over to use the DeferredRegister system, and my entities are all working well!
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