
lupicus
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[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. -
To do something after all mods have been loaded
lupicus replied to DmitryLovin's topic in Modder Support
Maybe try using FMLLoadCompleteEvent -
Looks like Wonderful Enchantments has problems, try and remove it.
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[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 -
[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; -
[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 -
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.
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seems A.V.A - Alliance of Valiant Ar|ava is having problems, try removing it
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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.
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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