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About Sinu

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    Tree Puncher
  1. Actually I figured it out. Instead of doing SubscribeEvent, I just registered it to my main method with: FMLJavaModLoadingContext.get().getModEventBus().addListener(this::doClientStuff); private void doClientStuff(FMLClientSetupEvent event) { event.enqueueWork(() -> { ItemModelsProperties.register(BrimheimItems.COIN_BRONZE.get(), new ResourceLocation(Brimheim.MODID, "stack"), (stack, world, entity) -> { return stack.getCount(); }); }); }
  2. I think I got a hang of what I should be doing but I think I am doing something wrong. My json file looks like this which I think is correct: { "parent": "item/generated", "textures": { "layer0": "brimheim:items/coin_bronze" }, "overrides": [ { "predicate": { "brimheim:stack": 16 }, "model": "brimheim:item/coin_bronze_stack" }, { "predicate": { "brimheim:stack": 32 }, "model": "brimheim:item/coin_bronze_bag" } ] } and this is my FMLClientSetupEvent event: @Mod.EventBusSubscriber(modid = Brimheim.MODID, value = Dist.CLIENT, bus = Mod.EventBu
  3. Where can I find where Forge references the bow to change it's texture? Or does the bow implement it's features differently than the way you explained it? Looking at example codes help me learn the best I think. EDIT: Oh, I think I understand what you mean. I found https://mcforge.readthedocs.io/en/latest/models/overrides/ which seems pretty close to what I want. So from what I am understanding, I am defining a new "predicate" for the item to recognize within the json file? My next question is, where do I insert the FMLClientSetupEvent event? I figured out where to put it! I have t
  4. I have been wondering how to make an item change texture based on certain stack sizes? Someone had already posted about this many years back (https://forums.minecraftforge.net/topic/31987-18-texture-dependant-on-stack-size/) but I am wondering how I can go about doing this in 1.16.5? Also, I am pretty new at modding so a little bit of helping hand would be much appreciated! 😃
  5. After some testing, I have found the mod that is somehow causing this issue. It was Realistic Torches mod. I am running Realistic Torches 3.1.2 for Minecraft 1.16.5 on Forge 1.16.5-36.1.18. Does anyone know if there is a solution for this? I also noticed that this is not entirely a world generation issue. I tried middle-mouse clicking each block that are broken and placing them back down and somehow the game places a new broken block? Each time I middle-mouse click the new broken block, it keeps giving me a whole new broken block. I have never seen this kind of bug before. Does anyone kno
  6. Oh I see, thank you for the clarification! I will give this a try and update my situation!
  7. I have looked it up but I'm not sure if I am finding the right resources? Do I have to code my own Binary Search to make it work? I also couldn't find much topics about how to apply this to my situation.
  8. Sorry, I am quite new to this. How can I apply this "Binary Search" to find what mod is causing this issue? I should also note that this only happens on the modpack server; the modpack running locally works perfectly fine.
  9. Hi, I've been working on a modpack for the past few weeks and I am finally working on the server now but I encountered a game-breaking issue that I have no idea about. For some reason there are random blocks everywhere and I have no clue what mod could possibly create this kind of issue? I am running on Forge 1.16.5-36.1.18. Mod List: https://pastebin.com/icC0B1Ft Server Log.txt
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