Feroov
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[1.19/1.20] How can we display GUI/Texture when we ride an entity
Feroov replied to Feroov's topic in Modder Support
Yea already figured it out ages ago, it's sad I can't delete the posts but still thank you appreciate it -
I swapped my entity to an animal while maintaining flying etc functionality (so it's no longer FlyingMob), they now spawn properly so that's kind of interesting I found out, still appreciate your help
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I'm having issues spawning my flying entity in my custom biome, heres what I have currently: Inside my biomes json: "spawners": { "creature": [ { "type": "frv:zephxen", "maxCount": 2, "minCount": 1, "weight": 10 } ] }, "spawn_costs": {}, How I'm calling the SpawnPlacementRegisterEvent: @SubscribeEvent public static void entitySpawnRestriction(SpawnPlacementRegisterEvent event) { event.register(EntitiesSTLCON.ZEPHXEN.get(), SpawnPlacements.Type.ON_GROUND, Heightmap.Types.MOTION_BLOCKING_NO_LEAVES, Zephxen::checkZephxenSpawnRules, SpawnPlacementRegisterEvent.Operation.OR); } Finally this is how I registered the entity: public static final RegistryObject<EntityType<Zephxen>> ZEPHXEN = ENTITY_TYPES.register("zephxen", () -> EntityType.Builder.of(Zephxen::new, MobCategory.CREATURE) .sized(2.3f, 2.3f).canSpawnFarFromPlayer().clientTrackingRange(10) .build(new ResourceLocation(STLCON.MOD_ID, "zephxen").toString())); So the problem/bug that I have is that they do spawn when I teleport to that specific biome they're supposed to spawn, but they only spawn in that area that I've teleported, when I explore my biome further they don't spawn, even if I teleport couple thousand blocks and try again in a new biome, still nothing spawns. And also I did play around with weight and min/max spawn count, it is still the same story. I'm honestly not really sure what else am I missing, thank you in advance 🙏
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So I have two entities, one is an absolute passive, like an animal, when you hit them they run away, and the other variant is like a guard (two seperate entities, "Xeron" and "Xeron Guard"). So I did manage to make the guards neutral so that when I hit them, the rest of the guards come after the player (I followed how the wolf class is made, HurtByTarget etc). The main question or the problem is, is it possible to make it so that if I hit the normal passive entity, the guards are also alerted and come after the player? Thanks in advance
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[1.19.4] How can I stop trees spawning on top of ponds?
Feroov replied to Feroov's topic in Modder Support
I've actually fixed my issue, I no longer have floating trees on my pond, I still do see them but it's rare now and it's not really an issue, here is what I have if anyone ever stumbles a similar issue (Correct me if I have any mistakes) Placed feature: { "feature": "frv:xenos_pond", "placement": [ { "type": "minecraft:rarity_filter", "chance": 4 }, { "type": "minecraft:in_square" }, { "type": "minecraft:heightmap", "heightmap": "WORLD_SURFACE_WG" }, { "type": "minecraft:biome" } ] } Configured feature: { "type": "minecraft:lake", "config": { "barrier": { "type": "minecraft:simple_state_provider", "state": { "Name": "frv:xenosgrass_block" } }, "fluid": { "type": "minecraft:simple_state_provider", "state": { "Name": "minecraft:water", "Properties": { "level": "0" } } } } } And on our biome json where the feature is, this is the order I have: "features": [ [], [ "frv:xenos_pond_placed" ], [], [], [], [], [ "frv:uskium_placed", "frv:xenite_placed", "frv:astralite_placed" ], [], [ "frv:xenos_spring_placed" ], [ "frv:xenosphere_plants", "frv:xenos_placed" ], [] ] -
[1.19.4] How can I stop trees spawning on top of ponds?
Feroov replied to Feroov's topic in Modder Support
Yea I even put it in order actually, theres also a wiki related to this still no luck, in that case I guess I have the problem on my trees itself, I'll snoop around there and see, but thank you still appreciate it -
I have my custom trees etc, I created a simple pond for the surfaces but trees sometimes float etc, what should I be doing?
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You know how vanilla has the custom sound for example when we get full netherite set, how can we create our custom one?
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Since there's no cooldown the player will go on a constant loop on changing dimensions since the player is inside the block. Here's what I have: My portal block: @Override public void entityInside(BlockState blockState, Level level, BlockPos blockPos, Entity entity) { if(entity.isOnPortalCooldown()) { entity.setPortalCooldown(); } if(!entity.isOnPortalCooldown() && entity instanceof LivingEntity) { if (!level.isClientSide()) { if (!entity.isCrouching()) { MinecraftServer server = level.getServer(); if (server != null) { if (level.dimension() == DimensionsSTLCON.XENOSPHERE_KEY) { ServerLevel overWorld = server.getLevel(Level.OVERWORLD); if (overWorld != null) { entity.changeDimension(overWorld, new XenosphereTeleporter(blockPos, false)); } } else { ServerLevel serverLevel = server.getLevel(DimensionsSTLCON.XENOSPHERE_KEY); if (serverLevel != null) { entity.changeDimension(serverLevel, new XenosphereTeleporter(blockPos, true)); } } } } } } } And my teleporter: public class XenosphereTeleporter implements ITeleporter { public static BlockPos thisPos = BlockPos.ZERO; public static boolean insideDimension = true; public XenosphereTeleporter(BlockPos pos, boolean insideDim) { thisPos = pos; insideDimension = insideDim; } @Override public Entity placeEntity(Entity entity, ServerLevel currentWorld, ServerLevel destinationWorld, float yaw, Function<Boolean, Entity> repositionEntity) { entity = repositionEntity.apply(false); int y = 69; if (!insideDimension) { y = thisPos.getY(); } BlockPos destinationPos = new BlockPos(thisPos.getX(), y, thisPos.getZ()); int tries = 0; while ((destinationWorld.getBlockState(destinationPos).getMaterial() != Material.AIR) && !destinationWorld.getBlockState(destinationPos).canBeReplaced(Fluids.WATER) && destinationWorld.getBlockState(destinationPos.above()).getMaterial() != Material.AIR && !destinationWorld.getBlockState(destinationPos.above()).canBeReplaced(Fluids.WATER) && tries < 25) { destinationPos = destinationPos.above(2); tries++; } entity.teleportTo(destinationPos.getX(), destinationPos.getY(), destinationPos.getZ()); if (insideDimension) { boolean doSetBlock = true; for (BlockPos checkPos : BlockPos.betweenClosed(destinationPos.below(10).west(10).south(10), destinationPos.above(10).east(10).north(10))) { if (destinationWorld.getBlockState(checkPos).getBlock() instanceof XenosphereTeleporterBlock) { doSetBlock = false; break; } } if (doSetBlock) { destinationWorld.setBlock(destinationPos, BlocksSTLCON.XENOSPHERE_PORTAL.get().defaultBlockState(), 3); } } return entity; } } I've tried several ways but no luck, unfortunately, and ideas?
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Hey there, I basically have my planks.json in data>minecraft>tags>block>planks.json And I have this: { "replace": false, "values": [ "frv:xenos_planks" ] } Isn't this the way to use default vanilla recipes? (Basically, I want the custom plank to be able to craft like sticks, crafting table etc that sort of thing) Thank you in advance
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I first registered it like this: public static final RegistryObject<Block> XENOSGRASS_BLOCK = registerBlock("xenosgrass_block", () -> new GrassBlock(BlockBehaviour.Properties.copy(Blocks.GRASS_BLOCK).strength(0.6F).sound(SoundType.GRASS))); And for JSONS: Blockstate: { "variants": { "": { "model": "frv:block/xenosgrass_block" } } } Block: { "parent": "block/cube_all", "textures": { "all": "frv:block/xenosgrass_block" } } Item: { "parent": "frv:block/xenosgrass_block" } The problem is I can't seem to place vegetation on my block that's the main issue. I messed around with how I would register, forexample Properties.of() instead of copy, or Instead of a new GrassBlock, plain Block. Do I need to create a custom class that extends to GrassBlock and call it in my registry? OR is it some type of tag that I need to add on my data folder?
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[1.19.4] How can we disable rendering clouds in custom dimensions?
Feroov replied to Feroov's topic in Modder Support
I apologize I was very frustrated that day already not only for this but of personal real-life problems as well so please put yourself in my shoes, however, I managed to do everything so far since the last time we spoke, I actually did more digging and searching and found my solution before seeing your message just now but still I appreciate your help -
[1.19.4] How can we disable rendering clouds in custom dimensions?
Feroov replied to Feroov's topic in Modder Support
If you could, could you please guide me through I'd really appreciate it, do I call/register through an EventBusSubscriber?