Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

ZainJx

Members
  • Posts

    11
  • Joined

  • Last visited

ZainJx's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. In 1.16 it was... this doesn't make sense
  2. Seems like the more the density variable is, the less fog density really is in game
  3. I'm trying to just do what I did in 1.16 with fog: @SubscribeEvent(priority = EventPriority.NORMAL, receiveCanceled = true) public static void onFogDensityEvent(EntityViewRenderEvent.FogDensity event) { event.setDensity(densityFloat); event.setCanceled(true); } @SubscribeEvent(priority = EventPriority.NORMAL, receiveCanceled = true) public static void onFogColorsEvent(EntityViewRenderEvent.FogColors event) { event.setRed(0); event.setGreen(0); event.setBlue(0); } with the densityFloat variable that changes, and it worked perfectly. Now I did the same (copy-paste) and with densityFloat set to 0 I have a dense fog anyway, changing the value of densityFloat the fog remains the same
  4. It doesn't work for me, can you tell me what you did?
  5. You have to add .defaultBlockState and COPY the block. Here an example: public static final RegistryObject<Block> CUSTOM_STAIRS = BLOCKS.register("custom_stairs", () -> new StairBlock(CUSTOM_PLANKS.get().defaultBlockState(), BlockBehaviour.Properties.copy(MANGROVE_PLANKS.get()).strength(0.3F, 0.3F)) );
  6. [Render thread/ERROR]: There are unidentified mappings in this world - we are going to attempt to process anyway
  7. I created my custom Block and I simply want it drops itself, so I just created the Loot Table but it doesn't work. Here's the Registry code: public class RegistryHandler { // create DeferredRegister object public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, MossyDeepslate.MOD_ID); public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, MossyDeepslate.MOD_ID); public static final RegistryObject<Block> MOSSY_DEEPSLATE = BLOCKS.register("mossy_deepslate", () -> new Block(BlockBehaviour.Properties.of(Material.STONE, MaterialColor.DEEPSLATE).requiresCorrectToolForDrops().strength(0.3F, 0.3f).sound(SoundType.DEEPSLATE))); public static final RegistryObject<Item> MOSSY_DEEPSLATE_ITEM = ITEMS.register("mossy_deepslate", () -> new BlockItem(MOSSY_DEEPSLATE.get(), new Item.Properties().tab(CreativeModeTab.TAB_BUILDING_BLOCKS)) ); public static void init() { // attach DeferredRegister to the event bus BLOCKS.register(FMLJavaModLoadingContext.get().getModEventBus()); ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus()); } } The loot table json file: { "type": "minecraft:block", "pools": [ { "rolls": 1, "entries": [ { "type": "minecraft:item", "name": "mossy_deepslate:mossy_deepslate" } ] } ] } The folder: I think all should work, but... Please Help me I can't release my mod if my block doesn't drop itself...
  8. I have the same issue, all is correct but it doesn't work, how to solve?
×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.