Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content Count

  • Joined

  • Last visited

Everything posted by djofox

  1. So basically I want to give the player a regeneration effect when they're wearing an armour piece I made, but the onArmorTick will rapidly give the player regeneration, disabling the delay and maxing out their health almost instantly. I had this problem with the health boost effect so I made a custom potion effect for that, but the regeneration effect is harder to do. I'm wondering if I need to figure out how to create the custom regeneration effect, or if theres another bypass I can do. Heres the code I have for it (Only the iron crown and shulker crown I have difficulty with): @Ove
  2. So basically I tried updating my 1.12.2 ore generation to 1.16.5, long story short theres a massive change. I finally got it without eclipse problems through looking at a couple githubs, but it doesnt work. I feel like im overlooking an obvious problem but I cant see it. If someone could help me out that'd be great. Heres my code for the ore gen. @Mod.EventBusSubscriber(modid = Main.MODID, bus = Mod.EventBusSubscriber.Bus.MOD) public class ModOreGen { public static void generateOres(final BiomeLoadingEvent event) { if (!(event.getCategory().equals(Biome.Category.NETHER) || event.
  3. Yes thank you it works now! I had noOcclusion before, but it didnt do anything. It was that I had to register the client side render. I think forge has one of their things broken though, .cutout() doesnt work nor does .cutoutMipped, but .translucent() does Heres my code to see if I just did something wrong private void setup(final FMLCommonSetupEvent event) { RenderTypeLookup.setRenderLayer(BlockInit.BERYLGLASS.get(), RenderType.cutout()); RenderTypeLookup.setRenderLayer(BlockInit.BERYLBLOCK.get(), RenderType.cutoutMipped()); RenderTypeLookup.setRenderLayer(BlockIn
  4. Still nothing public class ModGlassBlock extends GlassBlock{ public ModGlassBlock(AbstractBlock.Properties p_i48392_1_) { super(p_i48392_1_); } public boolean isOpaqueCube() { return false; } public boolean notSolid() { return true; } }
  5. So I made an extension off the default minecraft glass block and it doesnt become transparent. Im updating my mod from 1.12.2 to 1.16.5 so I'm not too sure how I can do the transparencys I have. One block I have it where the textures dont connect, and another block I have it like ice Heres the code (1.16) that doesnt make my glass block transparent. I'm tackling the easier issue first; the glass with connecting textures public static final RegistryObject<Block> BERYLGLASS = BLOCKS.register("beryl_glass", () -> new ModGlassBlock(AbstractBlock.Properties.of(Material.LEAVES).st
  6. Yes! thank you, it works great now. One more thing though, I followed default minecraft code for the armor, but even though I have all my layers in assets/gemstones/textures/models/armor it still shows up on my character as the 'no-texture' texture.
  7. Sure, i played around with the code a bit and added a ".get()" to the end of the material, this removed all errors. Except its wrong because now I launch and the game crashes, yet eclipse gives me no errors. Heres my list: package djofox.gemstones.materials; import java.util.function.Supplier; import djofox.gemstones.init.ItemInit; import net.minecraft.item.IItemTier; import net.minecraft.item.crafting.Ingredient; import net.minecraft.util.LazyValue; public enum ToolMaterialList implements IItemTier { beryl(0, 131, 15.0f, 2.75f, 30, () -> { return Ingredient.of(ItemI
  8. Ohh ok, that makes sense, but even still how could I fix it? I cant initialize my items before I do my ToolMaterialList because my items class uses it.
  9. So I already created an Armor class and Item Tier class for my new set of Mod tools and armor, but I can't figure out how to set the repair material as my Mod Item. The Item I would like to use is declared as a Registry Object because that's the new way forge does it, however "fromItems" takes IItemProvider and I'm not sure how to properly declare that, also I found another 'fix' that said use "get" but that doesnt work either Can someone help me figure this out please? My repair BERYLC("berylc", 40, new int[]{1, 2, 3, 1}, 1, SoundEvents.EXPERIENCE_ORB_PICK
  10. I keep on getting this error when trying to register tools "The method register(String, Supplier<? extends I>) in the type DeferredRegister<Item> is not applicable for the arguments (String, CustomPickaxeItem)" I cant find a fix without my game crashing, is there another way I should be trying to register tools/armour? //Armor & Tools public static final RegistryObject<Item> PICKAXERUBY = ITEMS.register("beryl_pickaxe", new CustomPickaxeItem(ToolMaterialList.berylT, -1, 0.6F, new Item.Properties().tab(Main.GEMSTONES_GROUP))); And here's my deferred registry
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.