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Draco18s

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Everything posted by Draco18s

  1. Or more accurately, Create is overriding yours. It's a "who ever goes last wins" situation. You should change that from "BEFORE" to "AFTER"
  2. Draco18s replied to blinky000's topic in Modder Support
    Or stairs, slabs, portal frames, scaffolding, walls, fences, composter...
  3. True enough. I think tags would be sufficient, but I also haven't looked at what vanilla did to make it work.
  4. Note: D7 here means to place the recipe json at the same relative directory as the other mod's file. So if the other mod's ID is "createcraft" then you'd place the recipe at /src/main/resources/data/createcraft/recipes not at /src/main/resources/data/yourmod/recipes
  5. Draco18s replied to blinky000's topic in Modder Support
    If the top face isn't solid, it won't get snow. But you also wouldn't be able to place torches or redstone on it.
  6. Forge PR. But if someone's going to do that, make it a freaking tag like all the other isXYZ methods.
  7. My guess is that your Y axis isn't the vertical axis in the model.
  8. Complain to the mod author.
  9. Not sure why you didn't just make the music mod have a server half to do the networking, but whatever. Look at using IMC messages or a static field reference on your music player that holds the music player's mod instance.
  10. You can't use static methods and fields like this. Those should all be instance methods. You want to set a default value? Supply it in the constructor. This is also wrong
  11. *puts up a sign: here there be dragons, woe unto thee who venture here*
  12. While I haven't checked, I do believe that the player is part of the LootParameters, so the entire generated drops could be inserted into the player's inventory, and then cleared so nothing actually drops. Not what the modifiers were intended for, but it might work.
  13. Going to rewrite your pattern here so the error is BLINDINGLY OBVIOUS "pattern": [ "A.A", "S.S" ], "key": { "A": { /// }, ".": { /// } },
  14. GlobalLootModifiers are most likely the solution you're looking for. You are not required to actually modify the drops if you're only interested in knowing what dropped.
  15. You need to listen for the PlayerEvent.Clone event, which is fired upon changing dimensions, because entities don't actually move between dimensions. They're destroyed and recreated on the other side.
  16. Your toml is not configured correctly. Given that you appear to assume that I am a telepath, I will send further instructions thusly.

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