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Everything posted by Draco18s
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Do not do this. Do not create registry entities in a static location. You want a static field referencing a block? Use @ObjectHolder.
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Welcome to The Flattening. Do not do this. And yes, that's coming from me, where I basically did this, because I had a mechanical reason to use a block state (the variants were still valid), and boy howdy getting items to drop (for silk touch) was a bitch.
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No, but it should (must? Not sure if Forge type-checks) extend the original's class, or Bad Things will happen.
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Cool you replied to a version of my post that doesn't exist any more because I thought I was in another thread and posted the wrong thing.
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[SOLVED] Can't register Tile ( Forge 1.15.2 - 31.2.0 )
Draco18s replied to BastouP's topic in Modder Support
https://github.com/BastouP411/bperipherals/blob/master/src/main/java/fr/bastoup/bperipherals/BPeripherals.java#L52 All items need models, there is no point in attaching a "I have a model!" interface to a class that already knows it needs a model (and that interface exposes things that are already public anyway, so, double-useless). Also, this is 1.12 code and isn't needed any more anyway. Don't create things statically, use a DeferredRegister if you want to do that. -
Do either are: a) already in it, just do whatever you want b) in a place where you have access to a World object and BlockPos location, so you can call World#getTileEntity(pos) and have access to your TileEntity. Remember, there is more than one copy of your TE in the world.
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Go complain to them. I don't know what you think Forge is going to do.
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How to create a new apply_bonus loot table modifier
Draco18s replied to TheThorneCorporation's topic in Modder Support
apply_bonus is a function. Its entirely defined by the java code code class ApplyBonus. You can find it at net.minecraft.world.storage.loot.functions package. the "ore_drops" formula is defined down on line 128 or so. -
You probably have a bad file somewhere still.
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If you're trying to add YOUR blocks to the tag, you need to tell the tag about YOUR block which should have YOUR mod ID. All of the ones I linked are wrong.
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Dude, compare the your other files. Like this one. https://github.com/slit-bodmod/lotb-mod/blob/master/src/main/resources/data/minecraft/tags/items/leaves.json#L4
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I was right you have a malformed json file. This looks wrong: https://github.com/slit-bodmod/lotb-mod/blob/master/src/main/resources/data/minecraft/tags/items/logs.json#L4 https://github.com/slit-bodmod/lotb-mod/blob/master/src/main/resources/data/minecraft/tags/items/wooden_stairs.json#L4 https://github.com/slit-bodmod/lotb-mod/blob/master/src/main/resources/data/minecraft/tags/items/wooden_buttons.json#L4 https://github.com/slit-bodmod/lotb-mod/blob/master/src/main/resources/data/minecraft/tags/items/slabs.json#L4 ditto the same problem for the block tags
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Well, it can, if the json file is invalid. Any invalid json file inside /data will cause ALL data files to not be loaded. Its rather frustrating. Slit_bodmod, its unlikely that the problem is your walls.json file, have you added any other data files (such as recipes or advancements?)
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[1.15.2] (Solved) How to setBlockState in ClientChatEvent?
Draco18s replied to foul_owl's topic in Modder Support
uh... event.getPlayer().getEntityWorld()? -
This makes no sense. That's what this is for:
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Why is all of this shit static? Where's your actual block class? Your tile entity class?
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Override tick() in your block class and do whatever you want.
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[1.15.2] Tile entity container transferStackInSlot
Draco18s replied to grossik's topic in Modder Support
If it returns false for all item stacks, then either: Your MaltingRecipe recipe list is empty You're using the recipe manager incorrectly -
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[1.15.2] Ticking Memory Connection when trying capabilites
Draco18s replied to kykaro's topic in Modder Support
You have a null pointer on this line. -
This is the ID that needs to be in your @Mod annotation.
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Have you set up a mods.toml file for your mod?
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1) 1.7.10 is five years old, Forge no longer supplies support 2) This board is for people who make and program mods, not debug why your collection doesn't play nice. 3) You did not include a log so we can actually determine what the problem was (your thread title is equivalent to "doctor it hurts.")