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lupicus

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    February 4
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About lupicus

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    Tree Puncher

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  1. lupicus

    [Solved] Registering custom flowers as compostable

    lupicus replied to jonaskohl's topic in Modder Support

    Maybe try using FMLCommonSetupEvent to do the call to put() instead of main constructor.
    • 8 hours ago
    • 2 replies
      • 1
      • Like
  2. lupicus

    To do something after all mods have been loaded

    lupicus replied to DmitryLovin's topic in Modder Support

    Maybe try using FMLLoadCompleteEvent
    • 9 hours ago
    • 1 reply
  3. lupicus

    can someone help with server crashing

    lupicus replied to IRONDALEK's topic in Support & Bug Reports

    Looks like Wonderful Enchantments has problems, try and remove it.
    • Saturday at 04:37 AM
    • 3 replies
  4. lupicus

    [1.16.4] Change Biome RainType through Reflections Casting error

    lupicus replied to than00ber1's topic in Modder Support

    You don't need to use reflection for this. Sorry my code wasn't good. Try this: Climate climate = event.getClimate(); event.setClimate(new Climate(RainType.SNOW, climate.temperature, climate.temperatureModifier, climate.downfall)); FYI: you will not see snow in higher temperature biomes
    • February 25
    • 4 replies
      • 1
      • Thanks
  5. lupicus

    [1.16.4] Change Biome RainType through Reflections Casting error

    lupicus replied to than00ber1's topic in Modder Support

    A Biome object and Biome.Builder object can't be cast to the other type. The easier way to do this is by using the BiomeLoadingEvent, then you can do: event.getClimate().precipitation = RainType.SNOW;
    • February 23
    • 4 replies
  6. lupicus

    [1.15.2] Order of vanilla terrain generation stages?

    lupicus replied to Asleep365's topic in Modder Support

    the order is RAW_GENERATION, LAKES, LOCAL_MODIFICATIONS, UNDERGROUND_STRUCTURES, SURFACE_STRUCTURES, STRONGHOLDS, UNDERGROUND_ORES, UNDERGROUND_DECORATION, VEGETAL_DECORATION, TOP_LAYER_MODIFICATION oops, that is 1.16 order, here is the 1.15 order RAW_GENERATION, LOCAL_MODIFICATIONS, UNDERGROUND_STRUCTURES, SURFACE_STRUCTURES, UNDERGROUND_ORES, UNDERGROUND_DECORATION, VEGETAL_DECORATION, TOP_LAYER_MODIFICATION
    • February 20
    • 1 reply
  7. lupicus

    [1.16.4] Entity Spin, Help Please

    lupicus replied to furiusmax55's topic in Modder Support

    Spinning can happen when the entity is told repeatedly to go to a location which it is basically at already, i.e. the tolerance (proximity) check (usually based on the entity width) fails to detect it is basically there and prevents it from proceeding along the path. So, I don't know anything about your code, but you might check your entity declared width.
    • February 12
    • 2 replies
  8. lupicus

    The killing crash

    lupicus replied to Zarzist's topic in Support & Bug Reports

    seems A.V.A - Alliance of Valiant Ar|ava is having problems, try removing it
    • February 6
    • 2 replies
      • 1
      • Thanks
  9. lupicus

    [1.16.4] IVertexBuffer color method issue

    lupicus replied to midomidori's topic in Modder Support

    I just inserted your line into example mod doClientStuff: private void doClientStuff(final FMLClientSetupEvent event) { // do something that can only be done on the client LOGGER.info("Got game settings {}", event.getMinecraftSupplier().get().gameSettings); ClientRegistry.bindTileEntityRenderer(ModTileEntities.INFUSER_BLOCK, (trd) -> new InfuserBlockRenderer(trd)); } Here is my dummy block and tile entity (nothing really special going on here): public class InfuserBlock extends Block { public InfuserBlock(Properties properties) { super(properties); } @Override public boolean hasTileEntity(BlockState state) { return true; } @Override public TileEntity createTileEntity(BlockState state, IBlockReader world) { return new InfuserTileEntity(); } } public class InfuserTileEntity extends TileEntity { public InfuserTileEntity() { super(ModTileEntities.INFUSER_BLOCK); } public boolean containsFluid() { return true; } } I played with my version and found that if I remove the notSolid() property when I create the InfuserBlock then it looks black. If you change your properties then you might need to place a new one down.
    • February 5
    • 4 replies
  10. lupicus

    [1.16.4] IVertexBuffer color method issue

    lupicus replied to midomidori's topic in Modder Support

    Not sure where your problem is at, but the render code is good. I hacked it in 1.16.4 example mod and didn't change a thing in the render class and used a brick slab model for the infuser block and I got this
    • February 4
    • 4 replies
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