warjort
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Everything posted by warjort
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You are correct there is no direct equivalent in 1.18 There is the BlockEvent.EntityPlaceEvent, but this is for players, dispensers, endermen, etc. placing blocks. It does not get used for worldgen. If you just want to change the drops of a block, you can use a GlobalLootModifier. https://forge.gemwire.uk/wiki/Dynamic_Loot_Modification/1.18 You would need to write your own LootItemCondition to do your y position check. One example that changes loot conditions using a BlockPos is the vanilla LocationCheck If you want to change the world gen blocks, then you are going to need to understand how modern worldgen works. For ores this is OreFeaure/OreConfiguration/OrePlacement To override vanilla configuration you can use the vanilla datapacks mechanism (every mod is a datapack) But personally I think mods overriding vanilla configurations by default is a bad idea, because it leads to conflicts when other mods try to do the same thing. You would probably be better off adding new ore definitions for your blocks and then using the BiomeLoadingEvent to add them to the relevant biomes.
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No the file name has to match the tag name. src/main/resources/data/minecraft/tags/blocks/mineable/pickaxe.json In general data/<tag-namespace>/tags/blocks/<tag-location>.json The contents are your blocks you want to be mined with pickaxes, e.g.: https://github.com/BluSunrize/ImmersiveEngineering/blob/1.18.2/src/generated/resources/data/minecraft/tags/blocks/mineable/pickaxe.json The above IE file is created using data gen so it is in a src/generated instead of src/main, otherwise it is the same.
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I did not say it was the "Pollution of the Realms" mod. I said I did not know which mod is the problem. All I said was that mod was trying to spread a fluid, so it could be the cause and that you should check with the mod author. You still have the same error message. Except now it is a different mod trying to do a block update that. Again it might not be tinker's constuct. The error message does not say which mod has the problem fluid. But again check you have the latest version and contact the mod author to see if it has a problem. Another clue might be this: which says the immersive_weathering mod is modifying how the LiquidBlock works. So this might also be the problem mod? Without a a definitive error that says which mod has the problem, you are going to have to experiment with removing mods until you find the problem one. Make sure you have a backup of your world before doing this.
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The way to do it is the way I said. What you call "code" is a command a player with cheats enabled can type into the chat window. It does something similar.
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Trying to open server but it keeps on crashing and idk why
warjort replied to Lolgamer123_'s topic in Support & Bug Reports
You downgraded forge to the beta, 41.0.93. Now you have a lot of mods that don't work with that version. Including some that need the stable release you had before. The actual fix your issue is in forge 42.0.2: https://maven.minecraftforge.net/net/minecraftforge/forge/1.19.1-42.0.9/forge-1.19.1-42.0.9-changelog.txt -
Trying to open server but it keeps on crashing and idk why
warjort replied to Lolgamer123_'s topic in Support & Bug Reports
https://github.com/illusivesoulworks/comforts/issues/96 -
Look at user_jvm_args.txt in your server folder.
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Then it is likely one of the mods you added. For your conflict question, you would have to ask the mod authors or look at the mod documentation to see if there are known issues. Optifine has lots of issues with mod conflicts. Users love it, other mod developers hate it. 🙂 For spark, look at the wiki: https://spark.lucko.me/docs
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You also seem to have optifine installed on the server? Optifine is a client side mod, it does nothing on the server - except maybe break things. 🙂
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The error says you have a server tick that is longer than 60 seconds. A tick is meant to last 0.05 seconds. Mojang crash the server when this happens assuming something is very broken, they expect you to restart it. The reason for the long tick may or may not be related to the stacktrace shown. It shows brutalbosses loading data for an entity while doing this cyclic is asked if a potion effect is applicable, which it is handling by searching for a block for some reason? You should check you have the latest versions of these mods then contact the mod authors to see if these might be a problem. If these mods are not the problem, I can see you have spark installed. So you should see what it can tell you in its reports in terms of problematic code running on the server tick.
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minecraft:shooter is bedrock not java: https://docs.microsoft.com/en-us/minecraft/creator/reference/content/itemreference/examples/itemcomponents/minecraft_shooter For java you create and spawn an entity. Search for addFreshEntity in GhastShootFireballGoal.
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For BlockEntitys there is a section here: https://forge.gemwire.uk/wiki/Main_Page For the actual rendering code, you will need to look at what vanilla or modded blocks do (each is different and often there are supporting libraries). If you know of one similar to yours it would be a good starting point, I can't think of one that does what you want, otherwise I would have suggested it already. 🙂
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The thing is there are 2 different things. The first is the occlusion shape which is mainly used to determine the light level of each block. i.e. whether the block can pass light through it. The second is the rendering code (the json model) that uses those calculated light levels, the model and shapes to determine the light level for each face. The following is my conjecture based more on experimentation rather than a real understanding of the lighting calculations: What the json model seems to do is check if the collision shape is a full block, if it is then it uses the light level of the block opposite of the face (this is probably an optimisation because it assumes the face must be on the outside?). Actually I think it really looks at each face and checks the "overlap" with the neighbouring block is the full face? But that's not really relevant to your case. Why it seems to use the collision shape instead of the occlusion shape for this, I don't know. In your case the relevant block is the one beneath yours. This has light level 0 because your block is on top it. And the two blocks have shapes that occupy the totality of that face. Like I suggested above, if you take over the rendering yourself, you can do whatever lighting calculations you want for the faces.
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How tools interact with tags is explained here: https://forge.gemwire.uk/wiki/Making_Tools
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Press F3 to display the debug window. Then look at a vanilla stone block. On the right you will see the block tags that minecraft:stone belongs to. For your issue you want the minecraft:mineable/pickaxe tag, but you probably want most of the other too if you want your block to behave like the vanilla block. See: https://forge.gemwire.uk/wiki/Tags or https://forge.gemwire.uk/wiki/Datageneration/Tags You can see where Mojang generate their block tag files in BlockTagsProvider
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Renderer is Null During EntityRendererEvent.AddLayers
warjort replied to Jimmeh's topic in Modder Support
Look at the javadoc for the getSkins() and getSkin() methods of the AddLayers event. -
Don't unpack it, you click on the jar file. If your jar file doesn't execute when you click on it, use this: https://johann.loefflmann.net/en/software/jarfix/index.html
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Issue with sophisticatedbackpacks/shophisticatedcore Make sure you have the latest versions of these mods then contact the mod author.
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The error message says one of your mods has not created/registered its fluid blocks properly. The error doesn't say which mod is broken, but the error occurs when the "Pollution of the Realms" mod is trying to spread polluted water. You should check you have the latest version of this mod then contact the mod author.
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[1.18.1] Errors in current datapack prevented the world from loading
warjort replied to The__YG's topic in Modder Support
Those tag files aren't going to work unless you match the exact name of the minecraft tag, e.g. it has to be arrows.json