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Draco18s

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Everything posted by Draco18s

  1. That's basically dimensions. Also, no computer would be able to run 60 million dimensions at once.
  2. Have you looked at the furnace? Surely some code in there determines whether or not a given item counts as fuel.
  3. https://github.com/xana43/CodeLyoko-Legacy/blob/Experimental-1.15.2/src/main/java/com/Ultra_Nerd/CodeLyokoRemake15/blocks/CableBlock.java#L23-L24 You can't do that.
  4. https://minecraft.gamepedia.com/Armor#Damage_protection
  5. You have an error. You should fix it.
  6. <accidental double post>
  7. It's a generic type. The code tells you what matches it. <A extends ModelBiped>
  8. Because the Optifine team is very bad at making Optifine compatible with Forge.
  9. There should be a reason included.
  10. /me does not see a crash report /me does not see code /me cannot provide help - error: required data is missing from input string
  11. You shouldn't be calling that yourself, unclear if you are, or if that's the Forge code. Check for earlier errors, such as if your loot modifier failed to be loaded.
  12. It probably hasn't been renamed from its SRG name, so you'll have to do some poking around (looking at existing usage, reading the Properties class, etc) for the right function.
  13. That was early on in my attempts to Do Things, and I don't think it was a "throw errors" kind of problem, but I think I had that resolved before I ever made a PR.
  14. That's news to me, nothing like that happened when I built the sucker (and it still appears in the sample files). The whole point was to be able to use existing the existing Loot Conditions system so that as much as possible was able to be placed into the JSON data without having to design a similar system to do essentially the same thing.
  15. The one being generated RIGHT NOW. Each chest will call the function with different context. Everything previously generated. All of it. Every last item, its a list. That including any stacks created by previously run modifiers. And for whatever loot table is being processed. You seem to have a bit of confusion over what loot modifiers do. Loot modifiers are the replacement system and are a 1:1 translation of what the HarvestDropsEvent did, and more, and does it better. Break a block? apply() is called for all modifiers. Kill an entity? apply() is called for all modifiers. ALL loot table generation should call apply(). (Minor caveat, if your loot modifier does not need to be called, due to its loot conditions, then it is not actually called, but apply() is called, which checks those conditions, and if those conditions are true, then doApply()--the orrideable method you have control of--is called, but all loot modifiers are processed). The only difference is what context those events have. Which is why you're given the context.
  16. The chest entity might also be available directly from the context (the ENTITY parameter), but I haven't looked at it in a while, nor at the chest-generation specifically. What diesieben07 said will definitely work though.
  17. Dear lord this topic is woefully out of date. To modify loot tables, use GlobalLootModifiers https://mcforge.readthedocs.io/en/1.15.x/items/globallootmodifiers/
  18. If you want to, you can put "solved" in the thread title, but otherwise no, because this is a forum, not Stack Overflow.
  19. Right click on (almost) anything -> References -> Find in Project So if you did that on the SwordItem class, you'd find everywhere that the class itself was referenced....such as the Items class.
  20. Pro tip: if someone else already did it, go look at their code. All of vanilla is there for you to examine. There are only a couple of systems that Forge provides that aren't vanilla (such as capabilities) but for the most part the advice holds true.
  21. This isn't a "water block / lava block" problem. This is fundamental to how vanilla handles liquids. Material.WATER -> breath meter, swimming, blue overlay Material.LAVA -> hot firey death, red overlay
  22. There are many tutorials, which one did you watch?
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