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urabaros

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  1. Hello! I'm trying to create a grass block, using json's "parent": "block/cross", but it works incorrectly. What have I done wrong? BLOCK MODEL: { "parent": "block/cross", "textures": { "cross": "examplemod:block/example_sapling", "particle": "examplemod:block/example_sapling" } } BLOCKSTATE: { "variants": { "": { "model": "examplemod:block/example_sapling" } } } BlockItem is working, so textures are on the right place.
  2. Hello! I don't know why, but my block doesn't work in the game. It is registered in the game, but textures are unavailable and I can't place it. I can't find a mistake///// Cusom Block class: // CUSTOM BLOCK CLASS public class CustomSaplingBlock extends SaplingBlock { private final TreeSpawner tree; public CustomSaplingBlock(Properties properties, TreeSpawner spawner) { super(null, properties); this.tree = spawner; } @Override public void placeTree(ServerWorld world, BlockPos pos, BlockState state, Random rand) { if (state.get(STAGE) == 0) { world.setBlockState(pos, state.cycleValue(STAGE), 4); } else { tree.spawn(world, world.getChunkProvider().getChunkGenerator(), pos, state, rand); } } } public abstract class TreeSpawner { @Nullable protected abstract Feature<IFeatureConfig> getFeature(Random random); @Nullable protected abstract IFeatureConfig getConfig(Random random); public boolean spawn(ISeedReader reader, ChunkGenerator generator, BlockPos pos, BlockState blockunder, Random random) { Feature<IFeatureConfig> tree = getFeature(random); if (tree == null) return false; IFeatureConfig config = getConfig(random); if (config == null) return false; reader.setBlockState(pos, Blocks.AIR.getDefaultState(), 4); if (tree.generate(reader, generator, random, pos, config)) { return true; } reader.setBlockState(pos, blockunder, 4); return false; } } BLOCK INIT: public static final RegistryObject<Block> EXAMPLE_SAPLING = BLOCKS.register("example_sapling", () -> new CustomSaplingBlock(AbstractBlock.Properties.create(Material.LEAVES).sound(SoundType.PLANT) .hardnessAndResistance(0f).tickRandomly().notSolid(), null)); BLOCKSTATE (json): { "variants": { "": { "model": "examplemod:block/example_sapling" } } } BLOCK MODEL: { "parent": "block/cross", "textures": { "cross": "examplemod:block/example_sapling", "particle": "examplemod:block/example_sapling" } } Leaves and log are working perfectly. I think something is wrong with the model (?), but I think everything is right
  3. Yes, it's in the correct place, because the top layer is generated correctly. public class MiracleSurfaceBuilder extends SurfaceBuilder<SurfaceBuilderConfig> { public static final BlockState MIRACLE_GRASS = BlockInit.MIRACLE_GRASS.get().getDefaultState(); public static final SurfaceBuilderConfig MIRACLE_GRASS_CONFIG = new SurfaceBuilderConfig(MIRACLE_GRASS, MIRACLE_GRASS, MIRACLE_GRASS); public MiracleSurfaceBuilder(Codec<SurfaceBuilderConfig> codec) { super(codec); // TODO Auto-generated constructor stub } @Override public void buildSurface(Random random, IChunk chunkIn, Biome biomeIn, int x, int z, int startHeight, double noise, BlockState defaultBlock, BlockState defaultFluid, int seaLevel, long seed, SurfaceBuilderConfig config) { SurfaceBuilder.DEFAULT.buildSurface(random, chunkIn, biomeIn, x, z, startHeight, noise, defaultBlock, defaultFluid, seaLevel, seed, MIRACLE_GRASS_CONFIG); } } }
  4. Hi! I'm currently making my biome (i'm using json files). Everything is alright, but only top layer appears. Stone IS in the game, but just don't go to the biome. What should I do? { "config": { "top_material":{ "Name": "mymode:miracle_grass" }, "under_material":{ "Name": "mymode:miracle_stone" }, "underwater_material":{ "Name": "mymode:miracle_stone" } }, "type": "mymode:miracle" }
  5. Hi! Sorry, didin't understand how exactly I should randomize what color to use. If I have an enum in my entity class, how should I randlomly pick one?
  6. I'm working on an entity, which texture should have several variations. You know, there is blue sheep, black sheep, white sheep. I want to do the same thing. How should I do that? I'm working with Geckolib.
  7. THANK YOU SO MUCH I WOULD NEVER NOTICED IT MYSELF!!! 😭😭😭 Thank you that you invested so much time to help me! It works perfectly! I hope you'll have a nice day! Thank you so much!
  8. I was getting aan error, but now I've fixed it!!! My git repo: https://github.com/daekgorsel/ArmorPlusGit
  9. Sorry, I can't do that. My project is not loading to git repo. Can I just provide a screenshot or something?
  10. @SubscribeEvent public static void onLivingAttackEvent(LivingAttackEvent event) { LavaArmor.LOGGER.info("event is here"); . . . } Only this way! I've put Logger into this method and let a zombie hit me. Logger didn't show up.
  11. Sorry. I've deleted this stuff you mantioned: But it still doesn't work. I'm registering it only once in main class and I don't have @OnlyIn thingy. I can't even imagine why it doesn't work
  12. No, I'm not using them. My EventHandler and Main class sools exactly as I mentioned before. I've dropped gist to show other classes.
  13. I register it in the main class: @Mod(LavaArmor.MODID) public class LavaArmor { public static final String MODID = "lavaarmor"; public LavaArmor() { IEventBus bus = FMLJavaModLoadingContext.get().getModEventBus(); bus.addListener(this::setup); ItemInit.ITEMS.register(bus); MinecraftForge.EVENT_BUS.register(this); MinecraftForge.EVENT_BUS.register(EventHandler.class); } @SuppressWarnings("deprecation") private void setup(final FMLCommonSetupEvent event) { } } Whole code: https://gist.github.com/daekgorsel/c903cff212bb5e8ecdad20bf2dd13c9a
  14. Yes, Logger is silent. @SubscribeEvent public static void onLivingAttackEvent(LivingAttackEvent event) { LavaArmor.LOGGER.info("event is here"); . . . } It doesn't appear. Why? I'm so confused because the exact same thing works in another project
  15. I'm not sure about you question, but when Entity attacks my, nothing appears on Console. So I think it's not called... am I right?

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