Everything posted by Draco18s
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[1.14.x] How to find out Forge progress for a specific MC version?
Whatever the solution is, that's the one thing that does not exist that is kind of a "major point."
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[1.14.4][SOLVED] issues creating custom capabilities
It used to be that you can to register an instance (non-static methods) and someone wanted to just register the class itself. There was a bit of discussion about it that I remember, but eventually someone made the PR to handle the static method way, then it got an annotation, and now the annotation is the "preferred" method due to the simplicity.
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[1.14.x] How to find out Forge progress for a specific MC version?
1.14.4 is pretty ready. There's a few things still being worked on (like data fixes, which will remap metadata'd items to The Flattening) but that's just a save-conversion problem. If people make new worlds, everything is fine.
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[1.14.2] Loot Tables detecting specific item use?
The broad strokes response is that its a Loot Condition. One already exists for shears, but it is possible to write your own, too.
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Modded Items with Durability can't be used as Crafting Materials [SOLVED]
This value does not appear to be 32767
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Modded Items with Durability can't be used as Crafting Materials [SOLVED]
Not a wildcard value, but: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/resources/assets/harderores/recipes/cookie.json#L13
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Modded Items with Durability can't be used as Crafting Materials [SOLVED]
You need to not do it there. That's wrong. Remove it. This means in the recipe.
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Modded Items with Durability can't be used as Crafting Materials [SOLVED]
You probably need your own IRecipe implementation (post 1.12).
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How to change vanilla recipe for wood planks? [1.12.2]
You're looking for "minecraft:planks" with a metadata value of 4.
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[1.14.4][SOLVED] issues creating custom capabilities
Communicative rules of English grammar. "An employee of a government" is the same as "a government employee." "A representative of the company" is the same as "a company representative." Same thing, different words. True enough, I'll be done splitting hairs as well. I was just explaining my thought process. But apparently I should know better because no one cares (even when they ask).
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[1.14.4][SOLVED] issues creating custom capabilities
An instance of a(n arbitrarily named) class.
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[1.14.4][SOLVED] issues creating custom capabilities
That works for me. It's just the grammatical difference between "Class instance" and "class instance" is too subtle. I knew that if I had a problem reading it correctly that others would as well.
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mod identifier naming convention?
Try it and find out.
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[1.14.4][SOLVED] issues creating custom capabilities
I realize your terminology here is correct, but I would have phrased it differently. "If you register the class to the event bus..." vs. "If you register a class instance to the event bus..." Your post sounds more like the second, which uses the non-static methods (and even I had to read it three times to get the intended meaning). While true, you do pass in an instance of type Class, it grammatically doesn't parse that way on the first pass.
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[1.14.4] Modifying Vanilla Content
If you want to remove an item from a pool knowing only the item: https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/hardlib/util/LootUtils.java#L34 You need reflection. (Note: that removes it from all pools, you may wish to only remove from the main pool, from a pool by name, or...)
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[1.14.4] LootCondition
Oof. I tried.
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[1.14.4] LootCondition
I'd say "have you looked at the LootContext object?" but I realize that it's not quite that straight forward. You need to look at how they're created and what parameters get passed. What you're looking for here are the LootParameter objects, conveniently all enumerated in the LootParameters class. And one is called EXPLOSION_RADIUS. If that parameter exists, the block was destroyed by an explosion, if not then no. LootParameters.THIS_ENTITY will be the parameter that holds a reference to the player (if there is one, and may also be null) and LootParameters.TOOL will have the tool used (may be empty even when a player breaks a block).
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[1.14.4] Modifying Vanilla Content
Overriding json files and adding supplementary files works basically the same way.
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How to change vanilla recipe for wood planks? [1.12.2]
You have to put it in the minecraft folder of your assets. You can't just put it anywhere.
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How to change vanilla recipe for wood planks? [1.12.2]
Well. Why aren't you using data packs? You create a recipe json in the minecraft asset directory and it will override the vanilla recipe.
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Setting custom blockstate location for block
You shouldn't use custom paths. If you want custom paths, I suspect you can bake it into the registry name.
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How to change vanilla recipe for wood planks? [1.12.2]
1) I don't know why you're comparing strings instead of Items. 2) I don't know why you're not using data packs for this
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[1.14.4] store block population data?
In what way? Capabilities are still the correct answer.
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[1.14.4] UniversalBucket replacement?
Yes. Welcome to The Flattening.
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[1.14.4] UniversalBucket replacement?
BucketItem should already be sufficient.
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