Jump to content

KaboomRoads

Members
  • Posts

    42
  • Joined

  • Last visited

Everything posted by KaboomRoads

  1. i found what seems to be the problem, but cant find the thing causing it. its this check right here that stops the code after from running; if (!compoundtag.contains("thingsandstuff.entities")) return; so the compound tag doesnt contain "thingsandstuff.entities" event though im setting the tag in the method saveEntity.
  2. so i just changed some things like you said, and this is what i have right now: public static void saveEntity(ItemStack stack, Entity entity) { if (stack == null) return; CompoundTag compoundtag = stack.getOrCreateTag(); if (!compoundtag.contains("thingsandstuff.entities")) { compoundtag.put("thingsandstuff.entities", new ListTag()); } ListTag listtag = compoundtag.getList("thingsandstuff.entities", 10); listtag.add(entity.saveWithoutId(compoundtag)); compoundtag.put("thingsandstuff.entities", listtag); stack.setTag(compoundtag); entity.remove(Entity.RemovalReason.DISCARDED); } public static void releaseEntities(ItemStack stack, Vec3 pos, Level level) { if (stack == null) return; CompoundTag compoundtag = stack.getOrCreateTag(); if (!compoundtag.contains("thingsandstuff.entities")) return; ListTag listtag = compoundtag.getList("thingsandstuff.entities", Tag.TAG_COMPOUND); Stream<Entity> entities = EntityType.loadEntitiesRecursive(listtag, level); entities.forEach((e) -> { e.teleportTo(pos.x, pos.y, pos.z); level.addFreshEntity(e); }); compoundtag.put("thingsandstuff.entities", new ListTag()); stack.setTag(compoundtag); } it still doesnt spawn the entities though. i dont really understand what you meant by it not compiling, it works fine for me.
  3. this is how i save the entities now: CompoundTag compoundtag = stack.getOrCreateTag(); if (!compoundtag.contains("thingsandstuff.entities")) { compoundtag.put("thingsandstuff.entities", new ListTag()); } ListTag listtag = compoundtag.getList("thingsandstuff.entities", 10); listtag.add(entity.saveWithoutId(compoundtag)); compoundtag.put("thingsandstuff.entities", listtag); stack.setTag(compoundtag); entity.remove(Entity.RemovalReason.DISCARDED); this is how i spawn them: CompoundTag compoundtag = stack.getOrCreateTag(); if (!compoundtag.contains("thingsandstuff.entities")) return; ListTag listtag = compoundtag.getList("thingsandstuff.entities", 10); Stream<Entity> entities = EntityType.loadEntitiesRecursive(listtag, level); entities.forEach((e) -> e.setPos(pos)); compoundtag.put("thingsandstuff.entities", new ListTag()); stack.setTag(compoundtag); it still doesnt seem to work.
  4. ok so i use this to save the entity: ListTag listtag = compoundtag.getList("thingsandstuff.entities", 0); listtag.add(entity.saveWithoutId(compoundtag)); compoundtag.put("thingsandstuff.entities", listtag); stack.setTag(compoundtag); entity.remove(Entity.RemovalReason.DISCARDED); but how do i get the entity from the tag?
  5. how does one save an entity as item nbt?
  6. after BlockBehaviour.Properties.of(Material.STONE, MaterialColor.STONE) i added .friction(0.98f), thats what the ice block does when registered. it just speeds me up when walking on it
  7. it only makes me faster. the actual gradual speeding up and slowing down doesnt happen.
  8. where does it set it? i cant find it in the ice block class, the Material class, or in the Blocks class.
  9. the friction seems to just speed me up or slow me down, i think its something to do with the ICE and ICE_SOLID materials, but i have been looking for ages and still cant find how they actually affect slipperiness.
  10. how can i make a block slippery like the slipperiness value in 1.12 in 1.18?
  11. its only for the item the block is invisible
  12. youre running java 7 but 1.16.5 needs a minimum of java 8 and can run until java 16
  13. i also found a class called LightPredicate but i dont know how to do something like that package net.minecraft.advancements.critereon; import com.google.gson.JsonElement; import com.google.gson.JsonNull; import com.google.gson.JsonObject; import javax.annotation.Nullable; import net.minecraft.core.BlockPos; import net.minecraft.server.level.ServerLevel; import net.minecraft.util.GsonHelper; public class LightPredicate { public static final LightPredicate ANY = new LightPredicate(MinMaxBounds.Ints.ANY); private final MinMaxBounds.Ints composite; LightPredicate(MinMaxBounds.Ints pComposite) { this.composite = pComposite; } public boolean matches(ServerLevel pLevel, BlockPos pPos) { if (this == ANY) { return true; } else if (!pLevel.isLoaded(pPos)) { return false; } else { return this.composite.matches(pLevel.getMaxLocalRawBrightness(pPos)); } } public JsonElement serializeToJson() { if (this == ANY) { return JsonNull.INSTANCE; } else { JsonObject jsonobject = new JsonObject(); jsonobject.add("light", this.composite.serializeToJson()); return jsonobject; } } public static LightPredicate fromJson(@Nullable JsonElement pJson) { if (pJson != null && !pJson.isJsonNull()) { JsonObject jsonobject = GsonHelper.convertToJsonObject(pJson, "light"); MinMaxBounds.Ints minmaxbounds$ints = MinMaxBounds.Ints.fromJson(jsonobject.get("light")); return new LightPredicate(minmaxbounds$ints); } else { return ANY; } } public static class Builder { private MinMaxBounds.Ints composite = MinMaxBounds.Ints.ANY; public static LightPredicate.Builder light() { return new LightPredicate.Builder(); } public LightPredicate.Builder setComposite(MinMaxBounds.Ints pComposite) { this.composite = pComposite; return this; } public LightPredicate build() { return new LightPredicate(this.composite); } } }
  14. i have a block that is very similar to the light block, i need the texture to change depending on the light level the block has i already have the light block thing functional but the only problem is changing the texture. this is the main json for the item. { "parent": "item/generated", "textures": { "layer0": "mrmod:item/darkness" }, "overrides": [ { "predicate": { "level": 0.0000 }, "model": "mrmod:item/darkness_00" }, { "predicate": { "level": 0.0625 }, "model": "mrmod:item/darkness_01" }, { "predicate": { "level": 0.1250 }, "model": "mrmod:item/darkness_02" }, { "predicate": { "level": 0.1875 }, "model": "mrmod:item/darkness_03" }, { "predicate": { "level": 0.2500 }, "model": "mrmod:item/darkness_04" }, { "predicate": { "level": 0.3125 }, "model": "mrmod:item/darkness_05" }, { "predicate": { "level": 0.3750 }, "model": "mrmod:item/darkness_06" }, { "predicate": { "level": 0.4375 }, "model": "mrmod:item/darkness_07" }, { "predicate": { "level": 0.5000 }, "model": "mrmod:item/darkness_08" }, { "predicate": { "level": 0.5625 }, "model": "mrmod:item/darkness_09" }, { "predicate": { "level": 0.6250 }, "model": "mrmod:item/darkness_10" }, { "predicate": { "level": 0.6875 }, "model": "mrmod:item/darkness_11" }, { "predicate": { "level": 0.7500 }, "model": "mrmod:item/darkness_12" }, { "predicate": { "level": 0.8125 }, "model": "mrmod:item/darkness_13" }, { "predicate": { "level": 0.8750 }, "model": "mrmod:item/darkness_14" }, { "predicate": { "level": 0.9375 }, "model": "mrmod:item/darkness_15" }, { "predicate": { "level": -0.0625 }, "model": "mrmod:item/darkness_01" }, { "predicate": { "level": -0.1250 }, "model": "mrmod:item/darkness_02" }, { "predicate": { "level": -0.1875 }, "model": "mrmod:item/darkness_03" }, { "predicate": { "level": -0.2500 }, "model": "mrmod:item/darkness_04" }, { "predicate": { "level": -0.3125 }, "model": "mrmod:item/darkness_05" }, { "predicate": { "level": -0.3750 }, "model": "mrmod:item/darkness_06" }, { "predicate": { "level": -0.4375 }, "model": "mrmod:item/darkness_07" }, { "predicate": { "level": -0.5000 }, "model": "mrmod:item/darkness_08" }, { "predicate": { "level": -0.5625 }, "model": "mrmod:item/darkness_09" }, { "predicate": { "level": -0.6250 }, "model": "mrmod:item/darkness_10" }, { "predicate": { "level": -0.6875 }, "model": "mrmod:item/darkness_11" }, { "predicate": { "level": -0.7500 }, "model": "mrmod:item/darkness_12" }, { "predicate": { "level": -0.8125 }, "model": "mrmod:item/darkness_13" }, { "predicate": { "level": -0.8750 }, "model": "mrmod:item/darkness_14" }, { "predicate": { "level": -0.9375 }, "model": "mrmod:item/darkness_15" } ] } i think the problem is getting the predicate to work
  15. i fixed it now. there was a different never boolean somewhere in the blocks class private static Boolean never(BlockState p_50779_, BlockGetter p_50780_, BlockPos p_50781_, EntityType<?> p_50782_) { return (boolean) false; }
  16. i only need isValidSpawn isRedstoneConductor isSuffocating isViewBlocking i already did the lightLevel but its not working
  17. it does i copied it from the blocks class private static boolean never(BlockState p_50806_, BlockGetter p_50807_, BlockPos p_50808_) { return false; } and then i changed Blocks::never to ModBlocks::never
  18. by my own class i mean my custom blocks class where i register all my blocks the problem is that Blocks cannot be resolved when i put Blocks::never into the params of the methods
  19. lightLevel truns the block into a light source. i realized that having the light level at 15 would not look great for what i need, i found out that .isValidSpawn(Blocks::never).isRedstoneConductor(Blocks::never).isSuffocating(Blocks::never).isViewBlocking(Blocks::never)) gives the block behavior similar to glass which is what my block is supposed to be like but the methods listed above dont seem to work in my own class
  20. I have a custom block that i want always to be lit up and ignore all lighting. How can i do that?
  21. i tried looking through most of the existing block classes and also model json files and i cant find anything that solves this problem there
  22. the only thing i could do so far is change the voxel shape to a slab shape or anything that isnt a full block but then the block outline is smaller and i need it to be a full block shape as long as the block shape is a full block it occludes everything but if its only a full block side on one side it doesnt
  23. how can i only cull one particular face when my block is next to another block in this case i want only the top of the block below my block to be cullable and by that i mean i only want the bottom of my block to occlude i want it to occlude similarly to slabs my block culls the faces that are next to a block fine but if its next to itself it doesnt work because it has noOcclusion also because it has noOcclusion it doesnt occlude the block beneath it but if i remove noOcclusion it culls all faces next to it causing xray the voxel shape causes this but i need the foxel shape to stay the same so that the block outline is a full block but the block collision is a half block
  24. i have 2 voxel shapes but only getShape affects the occlusion. i need it to stay a full 16 by 16 by 16 cube though but that makes it occlude every side @Override public VoxelShape getShape(BlockState state, BlockGetter worldIn, BlockPos pos, CollisionContext context) { return SHAPE; } @Override public VoxelShape getCollisionShape(BlockState state, BlockGetter worldIn, BlockPos pos, CollisionContext context) { return COLLISION_SHAPE; }
  25. how can i make a block only cull the face of the block below it instead of either culling all faces or no faces similarly to the culling an enchanting table but i cant find anything in the existing classes
×
×
  • Create New...

Important Information

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