
Azarsra
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Everything posted by Azarsra
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Back then there was a number which determined the tier of an item and block. If the block tier is lower or equal to the item number, the block would be mined. this however, has changed and now it goes by "needs_netherite_tool" which is fine, until you realized that some mods had items and blocks that exceeded these values. You can make you own "needs_mod_tool" but I feel that this is more limiting(and just more work) than before. So is there anyway to use something similar to the old tier system while also still being compatible with a lot of other mod tools?
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One of my items rely on the material of the block, so I'm wondering what did it get replaced with?
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1.19.2: how to get a block from Modid and block name?
Azarsra replied to Azarsra's topic in Modder Support
Nevermind. I found out how to do it on this version -
Back in 1.7.10 this was pretty easy to do. Do anyone know what's the best method to use here?
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Nvm, I got it to work, Thanks! for helping!.
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do you know if I can use the "setAggressive" method in the Mob class?. or will this not work?
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Okay thanks, I'll test this tomorrow, but for now I am going to bed.
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I just need to make the entities not attack the player just like creative, For context I am making a mod where you're a zombie, I already made it where you burn in the sunlight, I just need entities not to attack.
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I'm so sorry, The .Json files were the problem, I feel so stupid right now. Thanks for helping.
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Nevermind, I think the .json files are wrong, I'll check and see if that is the problem, if so, I am completely sorry for wasting your time
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The version I am using is: 1.18.2-40.1.0
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When I hover the crosshair over the glass, the glass pane outline appears, but it renders like a normal block, I tried translucent and cutoutMipped, non of these have worked.
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How to make entitys spawn in biome without grass
Azarsra replied to Azarsra's topic in Modder Support
Found the problem, Turns out there is a json file called "animals_spawnable_on", and one called "wolves_spawnable_on", And that worked! -
How to make entitys spawn in biome without grass
Azarsra replied to Azarsra's topic in Modder Support
So anyone have an Solution? The BIome is working fine and everything else, it is just getting my custom grass to be a valid spawn that is the problem. Also I probably should clarify that hostile mobs spawn, it is just creatures that don't spawn. -
here is the block class: public class linaglass extends IronBarsBlock { public linaglass(BlockBehaviour.Properties p_56839_) { super(p_56839_); this.registerDefaultState(this.stateDefinition.any().setValue(NORTH, Boolean.valueOf(false)).setValue(EAST, Boolean.valueOf(false)).setValue(SOUTH, Boolean.valueOf(false)).setValue(WEST, Boolean.valueOf(false)).setValue(WATERLOGGED, Boolean.valueOf(false))); } } and here is the how I registered the RenderType: private void LinaClient(final FMLClientSetupEvent event) { ItemBlockRenderTypes.setRenderLayer(BlockInit.blockeeveelinaglass.get(), RenderType.translucent()); }
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So I have a BIome with a custom block has the surface block, But entities do not spawn, I tried using the "valid_spawn.json", but that didn't work. Anyone knows how to fix this?.
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Thanks, By any chance do you know how to make it look like glass panes, right now it just renders like a normal block.
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title says it all
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Thanks, this Works!
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Ok, I will see if I find anything, thanks.
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How would I schedule the tick the tick to happen randomly?
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This code is working, I just want the tick to happen randomly, this is the tick code: public void tick(BlockState state, ServerLevel level, BlockPos pos, Random p_60465_) { if(!level.isClientSide) { if(level.getBlockState(pos.above()) != Blocks.AIR.defaultBlockState()) { level.setBlock(pos, Blocks.DIRT.defaultBlockState(), 11); } Random ran = new Random(); int x = pos.getX(); int y = pos.getY(); int z = pos.getZ(); int i1 = x + ran.nextInt(3) - 1; int j1 = y + ran.nextInt(5) - 3; int k1 = z + ran.nextInt(3) - 1; if(level.getBlockState(new BlockPos(i1, j1, k1)) == Blocks.DIRT.defaultBlockState() && level.getBlockState(new BlockPos(i1, j1 + 1, k1)) == Blocks.AIR.defaultBlockState()) { level.setBlock(new BlockPos(i1, j1, k1), BlockInit.LINAGRASS.get().defaultBlockState(), 11); } } }