Jump to content

the_lizard_king

Members
  • Posts

    6
  • Joined

  • Last visited

Everything posted by the_lizard_king

  1. I have an item that kind of mimics the crossbow and I want to use the first person item holding position of the normal crossbow. it seems like its hard coded in ItemInHandRenderer so how would i do that for my custom item
  2. I copied the TreeDecoratorType now it just crashes when I try to create a world with the message "Can not register to a locked registry. Modder should use Forge Register methods." here's my tree decorator type code public class ModTreeDecoratorType<P extends TreeDecorator> extends ForgeRegistryEntry<ModTreeDecoratorType<?>> { public static final TreeDecoratorType<MushroomTrunkDecorator> TRUNK_MUSHROOM = register("trunk_mushroom", MushroomTrunkDecorator.CODEC); private final Codec<P> codec; @SuppressWarnings("deprecation") private static <P extends TreeDecorator> TreeDecoratorType<P> register(String p_70053_, Codec<P> p_70054_) { return Registry.register(Registry.TREE_DECORATOR_TYPES, p_70053_, new TreeDecoratorType<>(p_70054_)); } public ModTreeDecoratorType(Codec<P> p_70050_) { this.codec = p_70050_; } public Codec<P> codec() { return this.codec; } }
  3. I copied the cocoa placer but I'm not sure what to return here protected TreeDecoratorType<?> type() { return null; } I tried just TreeDecoratorType.COCOA but that didn't work
  4. I am trying to add a custom tree trunk decorator to my custom tree which would put blocks around the trunk of the tree like cocoa beans.
  5. I'm pretty new to modding and I was trying to register a new biome for my mod but I am getting an error that say's Type mismatch: cannot convert from autumnForest to I here's my code public class BiomeInit { public static final DeferredRegister<Biome> BIOMES = DeferredRegister.create(ForgeRegistries.BIOMES, myMod.MOD_ID); public static final RegistryObject<Biome> AUTUMN_FOREST = BIOMES.register("autumn_forest", () -> new autumnForest()); }
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.