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Tintow

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Everything posted by Tintow

  1. Yes, after updating the forge version I'm doing ./gradlew genIntelliJruns --refresh-dependencies After doing some further testing, it seems IntelliJ is caching the classpath data somewhere - if I update the forge version, run the above command it fails with the error. If I then just restart IntelliJ the project builds without issue. Is it normal to need to restart IntelliJ after updating forge?
  2. Trying to update to the latest version and I keep receiving the following error. Exception in thread "main" java.lang.IllegalStateException: Could not find forge-1.18.1-39.0.59 in classpath at MC-BOOTSTRAP/fmlloader@1.18.1-39.0.66/net.minecraftforge.fml.loading.targets.CommonUserdevLaunchHandler.lambda$findJarOnClasspath$2(CommonUserdevLaunchHandler.java:60) at java.base/java.util.Optional.orElseThrow(Optional.java:403) Checking several other mdk downloads, the referenced forge version is the same as the mdk name but version 39.0.66 references 39.0.59 in the build.gradle Is this just a typo in the mdk file or have I misunderstood how this works?
  3. Many thanks diesieben07, this was the piece I was missing. It works like a charm after adding this, you're a star!
  4. I'm looking to recreate the beacon rendering effect to act as a visible waypoint marker. I have created the block, blockentity and blockentityrenderer all based on the vanilla beacon code. This works as expected and the light beam is rendered. However, it only renders whilst the source block is within the players 'viewport', if the player looks up to such a degree that the source block is below the line of sight, the beam stops rendering. It doesn't matter if the block is actually visible to the player, it can be hidden behind other blocks and still renders as long as the source block would be in the viewport of the player. I've also checked TheEndGatewayRenderer which calls the BeaconRenderer.renderBeaconBeam and I've tried implementing it this way but this also has the same problem. I'm running out of things to check and just wondered if there is something else that needs to be done to keep a block rendering even when it's not in view? Any pointers greatly appreciated. Example repo showing the issue
  5. The drop is controlled by loot tables but you have the wrong location, it should be in data/yourmod/loot_tables/blocks/test_block.json For the tiers of pickaxe, you use the tag for mineable/pickaxe which you already have and you also add it to the /tags/blocks/needs_diamond_tool.json or whatever level you want.
  6. "Now my problem is the transparency not working..." Have you set the RenderType to cutout ?
  7. For a more generic check I guess you could check if(Block instanceof WallBlock) or you could grab the minecraft WALLS tags and check if the block is in the tags public static final Tag.Named<Block> myWalls = BlockTags.bind("minecraft:walls"); then BlockState.is(myWalls)
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