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Draco18s

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Everything posted by Draco18s

  1. 1.7.10 is no longer supported. Update.
  2. https://github.com/MinecraftForge/MinecraftForge/issues/6287
  3. I'm not sure what's so hard about the recipe json files: https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/resources/data/harderores/recipes/ores/gold_ingot_from_smelting.json
  4. I am almost certain that this is wrong. Don't set this field yourself, use @ObjectHolder annotations.
  5. Also, you used the specific item this time instead of the tag.
  6. This code does actively nothing.
  7. This doesn't do what you seem to think it does. Especially not when you do this afterwards:
  8. Point. But I think the concept that was not being understood was communicated.
  9. IItemHandler is a capability. You attach it to the player. CapabilityItemHandler.ITEM_HANDLER_CAPABILITY
  10. Because it's an inventory that belongs to the player.
  11. Show your code. All of it. Preferably as a git repo.
  12. You can't. The vanilla code for the cooking/smelting process is set to only generate 1 item. If you want your ore to smelt to multiple ingots, have it harvest into an intermediary item that each smelts into an ingot.
  13. The water texture is colored by the biome. You need to register your block as being colorized (this is a client-side-only thing that has to be done, search for IBlockColor if I remember the interface correctly).
  14. No. Always register all of your items. Registration happens before config loading on purpose.
  15. This should also be specified by your loot json file: https://github.com/MinecraftForge/MinecraftForge/blob/1.15.x/src/test/resources/data/global_loot_test/loot_modifiers/wheat_harvest.json#L5-L8 This is correct.
  16. Its done through a Javascript loading system. I have no idea how it works. You should really try to get this working through events, capabilities, and other non-ASM methods first, though. The main problem you have is not ItemStacks not being ticked, but containers not applying update ticks to their inventory and there's no way to enforce that compliance. But if you want to coremod, feel free to figure out how to do so yourself. Its supported only in the sense that a system is available for those that know how to use it because core modding is a last resort.
  17. Line 47 of your code is...?
  18. Or you can use ifPresent. player.getCapability(AllergiesProvider.ALLERGIES_CAP).ifPresent(allergies -> { //your code here });
  19. If you downloaded and decompiled someone else's mod, you will never see MCP names.
  20. I haven't messed with it in a while. I'm not sure how I'd handle it today. (I need to figure that out at some point, but I'm blocked by other things that need to be available first)
  21. No, because that's not what BlockState does.
  22. This is a very complicated thing and almost no one does it because its complicated and a pain in the ass because vanilla doesn't support it directly. This is the best example I have, but doesn't store data at the block level, but rather in 16x16x8 block-groups. Mind, its old code.
  23. Search the forums for "MCP names" "SRG names" and "Notch names" (or "Mojang names"). There's like nine people who've asked that same question just in the last nine months. Mappings are the SRG -> MCP names translation guide.
  24. Schedule an update tick for your block, then use the update tick method in the block class (override it).
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