ZainJx
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In 1.16 it was... this doesn't make sense
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Seems like the more the density variable is, the less fog density really is in game
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It should be so, but look:
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[Solved] [1.17.1] Rendering: GUI Elements and Fog
ZainJx replied to Rohzek's topic in Modder Support
ok, done -
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
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[Solved] [1.17.1] Rendering: GUI Elements and Fog
ZainJx replied to Rohzek's topic in Modder Support
It doesn't work for me, can you tell me what you did? -
[1.17.1] Stair Block Properties isn't working correctly
ZainJx replied to Zevinn's topic in Modder Support
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)) ); -
[Render thread/ERROR]: There are unidentified mappings in this world - we are going to attempt to process anyway
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Ok, I've done it
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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...
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ZainJx joined the community
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I have the same issue, all is correct but it doesn't work, how to solve?