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warjort

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Everything posted by warjort

  1. If you have a dimension then you must have a chunk generator and that must have a biome source. The biome source is what decides which biomes to use. You can do all this with json as well if you want: https://minecraft.fandom.com/wiki/Custom_dimension You only need to write code if the vanilla options/behaviour are not what you want.
  2. As I said above, this is not my area of expertise. There is something of the blind leading the blind here. ๐Ÿ™‚
  3. Forget the EntityRenderer (it was EntityRendererDispatcher anyway). I was just using that to explain the translation is in 2 steps. * Step 1 - translate to the relative entity/block position * Step 2 - do additional block/entity specific changes like moving the name plate upwards (inside the Renderer) It is done this way so people that write BlockEntityRenderers or EntityRenderers don't have to deal with step 1. It is done for them. You have neither, so you need to do both steps. As I said above, an example of the code you want is in the LevelRenderer for the BlockEntityRenderDispatcher (d0, d1, d2 are the x,y,z of the camera) If you are going to force me to feed it to you on a spoon...
  4. https://forums.minecraftforge.net/topic/114183-error-de-inicio-de-servidor/#comment-507027
  5. The latest release has a reference to the change in this method name in its change log. https://www.curseforge.com/minecraft/mc-mods/ambientsounds/files/3876483
  6. Then it is an issue with ambientsounds that is using that mod. Make sure you have the latest version then contact the mod author.
  7. You are missing the creativecore mod. That's because you are doing it wrong. The way to do modded minecraft is not to dump a set of random mods in your mods folder and hope it works. It most likely won't. If you don't know how to read/understand the error messages, you will have to ask questions here and wait for answers for every problem (which can be many). The way to do it is install mods individually and then check it works. If it doesn't work, you know which mod is the problem. No waiting for answers. If you use a launcher that tracks mod dependencies like curseforge, you get less problems like the one reported above. Without such a feature, you have to carefully read the mod's documentation to see which other mods the mod requires or wait for us to tell you.
  8. It moves it up by the height of the entity model + half a block and it also does the mulPose and scale. You are missing the part where it initially translates to the block position, see my comments above. This doesn't make sense to me. This is just the value of camera.rotation() in the last call to EntityRenderDispatcher().prepare() I doubt this is intended to be used outside the entity rendering calls themselves. Also, if you use the HighlightBlock event you will be given a buffer source in the event state. You also get a camera. See this thread for tools/info to help translate old mods to the newer versions. https://forums.minecraftforge.net/topic/115137-1192-translating-classesmethods-from-1165/
  9. If it just for the block being looked at, you might find subscribing for DrawSelectionEvent.HightlightBlock more useful?
  10. This isn't really my area of expertise but.. You will need to do more than just drawing the text, you also need to change the pose (translate, rotate, etc.) to match where to draw it in the world. e.g. for the entity rendering this is done in the EntityRendererDispatcher.render(). But renderNameTag() makes some additional changes so the text is correctly aligned to the camera. For blocks I guess you can get the basic logic by looking at where it calls BlockEntityRendererDispatcher.render() in LevelRenderer.render().
  11. For 1.18? See OverlayRegistry for how to register an IIngameOverlay as part of the in game gui. e.g. see ForgeInGameGui.HUD_TEXT that draws the debug text when you press F3 (amongst other things). If you really do want to draw text in the world, look at the some vanilla code that does this, e.g. EntityRenderer.renderNameTag()
  12. Remove rubidium extras until they fix it. https://github.com/TeamDeusVult/MagnesiumExtras/issues/26
  13. Issue with let sleeping dogs lie mod not updating for the stable release.
  14. Issue with illuminations, make sure you have the latest version then contact the mod author.
  15. when it is loading the datapack
  16. And when it tries to load the tag file it will look for "minecraft:border" in the registry and fail.
  17. Entity.getViewVector() tells you the direction it is looking. Entity.getPosition() or Entity.getEyePosition() tells you where they are. Then its just vector arithmetic.
  18. I don't see what the tag does for you if there is nothing in the registry. You will always have empty tags?
  19. Although that too has issues. The forge defined configuration files are loaded after registration
  20. Unless I have misunderstood your requirements, I don't think what you are trying to do is going to work. The closest things in minecraft are banner patterns or paintings. But these are registered in code (not what you want) on both the client and the server. Then when it loads resource packs on the client it looks up the texture for each one. It does it this way because the game defines what should exist, then lets the user/modpack developer give them textures (with you providing a default texture). You seem to want to populate a registry from what textures exist in a resource pack? So kind of the reverse. This isn't going to work for at least 2 reasons: * By the time resource packs are loaded, the registries are frozen - It is too late. * Servers don't even load resource packs, so there is no way it can use this mechanism You need some other mechanism to populate your registry. e.g. a configuration file holding the names of what should exist, but it doesn't sound like what you want?
  21. You have a version of oculus from the beta (1.2.5) The latest version is mc1.19-1.2.5a, if that doesn't work contact the mod author https://www.curseforge.com/minecraft/mc-mods/oculus/files
  22. The basic test is does it work. ๐Ÿ™‚ But the stable version was released 2 weeks ago. If you have mods like the hauntedharvest mod that hasn't released since June and so hasn't kept up with changes during the beta, then it's probably not going to work.
  23. You can make a biome using the datapack mechanism: https://minecraft.fandom.com/wiki/Biome/JSON_format Your mod is automatically a datapack, you place the files in src/main/resources/data Or can create them in code using a similar mechanism to what your already have for your feature. But having a biome won't do you much good unless you have dimension with a ChunkGenerator/BiomeSource that uses it.

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