Jump to content

Draco18s

Members
  • Posts

    16559
  • Joined

  • Last visited

  • Days Won

    156

Everything posted by Draco18s

  1. Still don't know why you added the 1 if you didn't want block updates.
  2. Really high level nonsense, all modifiers are invoked any time any loot is dropped by anything. The LootConditions result in most of those modifiers effects being skipped (because the conditions were false, and that includes things like "a zombie died? Well that wasn't iron ore..."), but they're still checked. The point was to create a system that replaced HarvestDropsEvent in a way that was as data driven as possible and would layer properly so that multiple mods could modify the same loot table without conflict (eg. adding a new crop seed to tall grass). As such its complicated to create, but it is more better than any other approach for all the reasons that those other approaches are broken.
  3. I didn't say it was. I was asking why you did it because its stupid.
  4. Maybe use a rng.Next instead of 0?
  5. Why is this a class property and not a local variable?
  6. Now you have a thousand "can't load model" errors. Mostly FileNotFoundExceptions.
  7. I said folder, not file. I don't care about your lang.json, I care about a folder named Lang.
  8. Apparently its been like that for 4 years. https://github.com/MinecraftForge/Documentation/issues/74
  9. sounds.json is just a file that Minecraft was looking for at a given location. It doesn't make sense that it was doing so, but that's what gets reported, just because of how Minecraft is poking around the assets directories. Do you have a folder named Lang? (even if empty) Is your modID Lang?
  10. "If I never tell the structure about this property, will it know about it?" Think about that for a minute.
  11. Loop over every stack in the player's inventory until you find a match.
  12. ItemStacks are Stacks of an Item. addInformation in the ItemClass is passed the relevant ItemStack for you to make any determinations based on other data. But only works for your own items. RenderTooltipEvent would be if you need to add information to an Item you don't control (and gets the same parameters addInformation does).
  13. Hm. Not seeing anything obvious, post the log too.
  14. What part of "you can't use 1.15 mods on 1.16" was not clear?
  15. Show the model json, as that's where textures are specified.
  16. It's how forums work. Its not something special about this board. You would need a new crafting type, but your custom furnace could load both the vanilla recipes and your custom one.
  17. Welcome to a "forum" where there are not questions and answers, but merely a discussion. This is not Stack Exchange. There is no such thing as "marking a thread solved" beyond changing the thread title with "edit post" to manually type "solved" yourself. But that is an optional and subjective act. You could just as easily type "Resolved" or "Found the Answer" or "Answered."
  18. Browse the game's files for them? They're in client.jar like the crafting table recipes.
  19. Yes. Which is where you store the inventory. You can't store it anywhere else... Vanilla code is a pretty good resource. Just ignore anything about IInventory and use the Forge supplied Capabilities system instead.
  20. Tile enntities haven't changed significantly in several versions. Override hasTileEntity and createTileEntity in your block class.
  21. Then I don't know.
  22. You're tyring to use a 1.15 mod on 1.16 You cannot do this.
  23. This code says "draw nothing." So it draws nothing. And you are surprised.
  24. Yes, that works to register a biome. Or it should, based on what little I know about biomes. But it is only registering one biome ("green_forest_biome") but you have two biomes ("green_forest_biome" and "deepnether"). And as you did not include any more of your log than "there was an unregistered biome" I have to conclude that you attempted to reference your deepnether biome which wasn't registered.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.