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Draco18s

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Everything posted by Draco18s

  1. No, no it does not. It means the exact opposite.
  2. No you don't, not when you ask questions like "how do I make a variable?"
  3. Caused by: java.io.FileNotFoundException: mby:models/block/secadora.json
  4. This is literally not a problem. And...what did you expect this to do?
  5. Show where you call new ItemGoldShotbow()
  6. You're almost certainly barking up the wrong tree.
  7. No, there isn't. There's a list of all Blocks, but each block maintains its own list of valid states.
  8. And...you know...all those other things...
  9. 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.
  10. Have you tried using the debugger?
  11. You've been here long enough to know that without code, we can't help you.
  12. 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.
  13. Probably not. Minecraft does not encode a z-axis rotation as it treats it identically to an x-axis rotation.
  14. 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?
  15. "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
  16. 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.
  17. 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.
  18. 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()).
  19. 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.
  20. Uh. dpetal = new ItemDpetal(...)?
  21. 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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