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Everything posted by MakeItSimple

  1. In 1.16, we could get shoot a projectile using something similar to: CustomEntity.func_234612_a_(player, player.rotationPitch, player.rotationYaw, 0.0F, 1.5F, 1.0F); I know func_234612_a_ has been updated to shootFromRotation, but does anyone know what rotationPitch and rotationYaw changed to?
  2. I do that in my main class. I tested it with logger output and the event is called, but there are still no differences in game. I've already created the ore block, and that works, but it isn't generated underground.
  3. Hello. I am trying to add custom ores. Everything seems to be called and executed (when print statements are added), but nothing changes in game. I had it working in 1.16, but not in 1.17. I changed some of it to work with the new forge version, and it compiles without errors, but nothing changes in game. Any help figuring this out is appreciated. Code: @Mod.EventBusSubscriber public class OreGeneration { public static ImmutableList<TargetBlockState> ORE_TARGET_LIST; public static final ArrayList<ConfiguredFeature<?, ?>> overworldOres = new ArrayList<ConfiguredFeature<?, ?>>(); public static void registerOres(){ ORE_TARGET_LIST = ImmutableList.of(OreConfiguration.target(Predicates.NATURAL_STONE, Blocks.STONE.defaultBlockState())); overworldOres.add(register("tin_ore_block", Feature.ORE.configured(new OreConfiguration(ORE_TARGET_LIST, 5)) .rangeUniform(VerticalAnchor.absolute(0), VerticalAnchor.absolute(48)) .squared() .count(20) )); } private static <FC extends FeatureConfiguration> ConfiguredFeature<FC, ?> register(String name, ConfiguredFeature<FC, ?> configuredFeature) { return Registry.register(BuiltinRegistries.CONFIGURED_FEATURE, new ResourceLocation(Extras.MODID, name), configuredFeature); } @SubscribeEvent(priority = EventPriority.HIGHEST) public static void registerBiomeModification(BiomeLoadingEvent event) { BiomeGenerationSettingsBuilder generation = event.getGeneration(); for(ConfiguredFeature<?, ?> ore : overworldOres){ if (ore != null) { generation.getFeatures(Decoration.UNDERGROUND_ORES).add(() -> { return ore; }); } } } }
  4. public class LightBlock extends Block{ public LightBlock(AbstractBlock.Properties properties) { super(properties); } @Override public float getAmbientOcclusionLightValue(BlockState state, IBlockReader worldIn, BlockPos pos) { return 1; } } The above code still gives the same shadow.
  5. It still has a shadow. Do you mind giving an example?
  6. How do you remove the shadows from a custom block that is a light source? The block in the picture has a light level of 6, and it emits light, but it has an odd shadow.
  7. Hi. I know this problem has been brought up before, but I've been unable to find a clear example of how to deal with the change. This is the class: public class TutorialRenderRegistry { public static void registryEntityRender() { RenderingRegistry.registerEntityRenderingHandler(StarterEntity.class, new StarterEntityRender.RenderFactory()); } } The registerEntityRenderingHandler function gives the following error: I understand the problem is this is how it was done in 1.14 and before, and that it changed in 1.15 and later. The way of doing it uses generics, which I don't fully understand. I know it is a simple fix, but I'm looking for a clear example of how to use registerEntityRenderingHandler in 1.15/1.16
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