Everything posted by Draco18s
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[1.16.5] can't set inventory slot content in a TileEntity with inventory size of 1
https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/industry/entity/WoodenHopperTileEntity.java#L21 https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/hardlib/api/internal/inventory/MaxSizeItemStackHandler.java#L5
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[1.16.5]Attaching an inventory to an item
You don't. That's the point in time when you are saying "THIS ITEM HAS A CAPABILITY!" and it gets called once on itemstack creation. The getCapability method that you need to check against is different.
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[1.16.5]Attaching an inventory to an item
Items can't be CapabilityProviders (unless you want all copies of your item to share that data). Item inventories belong to ItemStacks. Override initCapabilities.
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Trying to make a block that the player can stand in (VoxelShapes)
You probably don't need the fullCube and the simplify. You could use VoxelShapes.EMPTY (or however it's named) or you could just do: protected static final VoxelShape SHAPE = VoxelShapes.or( makeCuboidShape(0.0D, 2.0D, 0.0D, 2.0D, 14.0D, 16.0D), makeCuboidShape(14.0D, 2.0D, 0.0D, 2.0D, 14.0D, 16.0D), makeCuboidShape(2.0D, 2.0D, 14.0D, 12.0D, 14.0D, 2.0D), makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 2.0D, 16.0D), INSIDE), IBooleanFunction.ONLY_FIRST);
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Trying to make a block that the player can stand in (VoxelShapes)
HMM.
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[1.16.5] Get effect amplifier in Loot Modifier
Yes. But you don't register LootModifiers.
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[1.16.5] Get effect amplifier in Loot Modifier
No I meant custom recipe types. Custom recipe types register their serializers. Blocks register themselves. So while you're not wrong, it's missing the point. The way that that most people think about it is "recipes" because "recipes are data assets" and that "custom recipe types" need to have a serializer registered rather than registering the recipe itself whereas items and blocks are just registered "normally." There's a degree of indirection that is the same between "Recipes" and "Loot Modifiers" that isn't present for "Blocks" and "Items." (Unless there's a BlockSerializer implements ForgeRegistryEntry around that I'm unaware of...)
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[1.16.5] Get effect amplifier in Loot Modifier
Closer to how custom recipe types are registered, but yes: Things need to be registered. the forge/loot_modifiers/global_loot_modifiers.json file is there for specifying processing order (obviously if you don't include it or don't reference a registered serializer, it won't be run at all, even if it's registered). It doesn't do the registration. It's purpose is to allow data pack folks to resolve conflicts.
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Metal-Only Ingot Tag
Show more of your code.
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Metal-Only Ingot Tag
Create your own tag.
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[1.16.5] Get World instance from Event Instance
Note that other things also implement IWorld that are not Worlds.
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[1.16.4] How do I prevent items from being placed in certain slots?
Drop the item, then set the slot to air?
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Overriding onBlockActivation via events?
This is basic java. It's called "type casting."
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Getting all loot possible in a loot table
And don't forget that Global Loot Modifiers are a Thing.
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Customizable Timer
This is not possible.
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Overriding onBlockActivation via events?
if(blockstate.getBlock() instanceof BeehiveBlock)
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How would I go about changing the values of vanilla tools?
This is how you create a new type of event, you want to handle an existing event type.
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Changing size of objects
Sounds like you are wanting to mess with the camera's rendering matrix.
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Crafting Recipe Not Working
Also, why aren't you using a shapeless recipe? You're just turning 9 of something into one of something.
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Find the Item that was used for an Attack?
Or deny the enchantment on bows.
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Can a forge dev or mod or admin help me
I don't know how a Forge dev or admin helps solve that problem. Your friend would be a better person to ask.
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Translucent Block
Not Found (#404) This page is no longer available. It has either expired, been removed by its creator, or removed by one of the Pastebin staff.
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Silk Touch don't work with Harvest Level
Because that's how Silk Touch works. If you want to override this behavior, you need to use a Global Loot Modifier.
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I'm Trying to get the BlockPos Value of the targeted block with PlayerEvent.HarvestCheck
Show this, because the event does not contain the information you want.
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Trying to understand the MatrixStack's mulPose and translate methods
There's probably better resources, but I skimmed that one, and it had some interactive graphics that explain what goes on.
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