Everything posted by Draco18s
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[1.12] Can not register to a locked registry
No, no it does not. It means the exact opposite.
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[1.12] Can not register to a locked registry
No you don't, not when you ask questions like "how do I make a variable?"
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[1.8+][Solved] Reasons for inside faces going dark when blocks are adjacent?
Ambient occlusion probably.
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[1.11.2] Texture problems
Caused by: java.io.FileNotFoundException: mby:models/block/secadora.json
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[1.7.10] Crash Upon Initialization
This is literally not a problem. And...what did you expect this to do?
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[1.12] Gold Shotbow Really Doesn't Wanna Register
Show where you call new ItemGoldShotbow()
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[1.12] Setting different harvest levels for blockstates?
...override getHarvestLevel?
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[1.12] How to use ByteBufUtils#readRegistryEvent
You're almost certainly barking up the wrong tree.
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[1.12][1.11.x][1.10.2] Looking for a collection that contains all registered IBlockStates
If you really need to...yes Question is ...why?
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[1.12][1.11.x][1.10.2] Looking for a collection that contains all registered IBlockStates
No, there isn't. There's a list of all Blocks, but each block maintains its own list of valid states.
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How to check if material can be replaced.
And...you know...all those other things...
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[SOLVED] [1.12] Add loot to mineshaft chests
Nice. I figured there was a way like that, I just didn't feel like diving into the loot table code to see what was public and modifiable.
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How to check if material can be replaced.
Have you tried using the debugger?
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1.10.2 Problems with making mob shearable.
You've been here long enough to know that without code, we can't help you.
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How to check if material can be replaced.
If you only want to replace tall grass, you should only check for tall grass. If you want to replace all replacable blocks, use isReplacable.
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BlockState rotation around Z axis not working
Probably not. Minecraft does not encode a z-axis rotation as it treats it identically to an x-axis rotation.
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[1.12] Item texture not working
The registry events are preferred, but I noticed this: https://github.com/Corgam/1.12/blob/master/src/main/java/corgam/slavicraft/items/_Items.java#L30 You use the ModelLoader (the more-correct method) here https://github.com/Corgam/1.12/blob/master/src/main/java/corgam/slavicraft/blocks/_Blocks.java#L47 But use the ModelMesher (the absolutely-worst method) here. WHY. Why would you mix these two methodologies together?
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[1.11.2] Texture Problems
"Exception loading model for variant" is a generic error that wraps around an underlying cause. The cause in this case is a missing file exception: Caused by: java.io.FileNotFoundException: MODID:blockstates/fooblock.json Caused by: java.io.FileNotFoundException: MODID:models/item/fooblock.json
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[1.11.2] Texture Problems
MODID:fooblock#normal for blockstate "MODID:fooblock" Caused by: java.io.FileNotFoundException: MODID:blockstates/fooblock.json Also, if MODID is your actual mod ID, it is both a bad name and capitalized. It must be all lower case.
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Crash upon ItemSeeds initialization
And there's the error I expected to find when I saw the thread title. Cool! /me likes not being wrong. Yes. And the reason you probably never encountered it before was because you'd never done crops before. ItemSeed requires a reference to a block, which means it MUST be created after the block.
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Crash upon ItemSeeds initialization
Really depends on what you're doing. I had assumed that ItemDpetal was a class that extended ItemSeed, but it does not. Option a: use the vanilla ItemSeeds class (but figure out what your error is, I don't see anything obviously wrong1) Option b: make your class extend ItemSeeds (and possibly fix some other errors) 1Your unlocalized names should include your mode ID so it doesn't conflict with other mods using the same unlocalized name. The chance is low, but non-zero. This is usually done by doing item.setUnlocalizedName(item.getRegistryName()).
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[1.11.2] Texture Problems
There are no errors in that log. The AuthenticationException is because you aren't using a real MC account and Minecraft.net isn't logging you in. That's normal.
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Crash upon ItemSeeds initialization
Uh. dpetal = new ItemDpetal(...)?
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[SOLVED] [1.12] Add loot to mineshaft chests
Essentially: When a table is loaded and its the table I'm interested in modifying: - remove entries I don't want - add entries I do want Entries though, are complicated. Two thirds of that code is merely having to rebuild the desired conditional parameters involved with the loot table entries or boilerplate to aid in such. i.e. this is what the loot table for beef from a cow looks like (there's also a leather entry, so this is only half of the cow.json file inside assets.minecraft.loot_tables.entities): { "rolls": 1, "entries": [ { "type": "item", "name": "minecraft:beef", "weight": 1, "functions": [ { "function": "set_count", "count": { "min": 1, "max": 3 } }, { "function": "furnace_smelt", "conditions": [ { "condition": "entity_properties", "entity": "this", "properties": { "on_fire": true } } ] }, { "function": "looting_enchant", "count": { "min": 0, "max": 1 } } ] } ] } So when I override the quantities involved I've got to recreate all of that. If you look at this section here, you'll see how that's handled. 318 removes the existing entry, 319 begins the declaration for the new entry. 322-326 handle the "furnace_smelt" functionality. 327-333 handles a custom function (my mod makes animals die of old age, and in such a case, they shouldn't drop any items on death). I did not include a replacement for the looting enchantment; I should go back and add that (an oversight on my part). Fortunately, you're doing something a lot simpler. Downside, I don't know if my LootUtils has all of the features needed. I've only created the methods that do what I need to do. Looks like you would need a way to add an entry to an existing list of entries, assuming its possible.
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1.10.2 How to make your entity get a potion effect from damage sources.
Seriously?
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