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Everything posted by TheElementGuy
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Whenever I try to make a new game or load an existing game, it says "Datapack Validation Failed" and it says "Go Back" or "Reset to Default". Every datapack seems not to be working, and I am using the following mods: Forge Just Enough Items Journeymap Ultimate Transport for Minecraft Architectury Mekanism Mekanism Generators Several Ores There is no log because the game isn't crashing. Please help.
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I am trying to set up my mod with gradle, but every time I run genVSCodeRuns, I get the error: Could not resolve all files for configuration ':runtimeClasspathCopy'. > Could not find net.minecraftforge:forge:1.19-41.1.0_mapped_official_1.19. Searched in the following locations: - file:/C:/Users/judea/.gradle/caches/forge_gradle/bundeled_repo/net/minecraftforge/forge/1.19-41.1.0_mapped_official_1.19/forge-1.19-41.1.0_mapped_official_1.19.pom - file:/C:/Users/judea/.gradle/caches/forge_gradle/bundeled_repo/net/minecraftforge/forge/1.19-41.1.0_mapped_official_1.19/forge-1.19-41.1.0_mapped_official_1.19.jar Required by: project : I don't know how to fix it.
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Global Loot Modifier Not Working as Intended
TheElementGuy replied to TheElementGuy's topic in Modder Support
Yes. -
Global Loot Modifier Not Working as Intended
TheElementGuy replied to TheElementGuy's topic in Modder Support
Should have it now. -
I have a global loot modifier to make zombified piglins drop "bolts", an item in my mod. I can't get the GLM to edit the loot table. Github repo: github.com/JPermSolves/ElementalSwords. Any help would be appreciated
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[SOLVED] How to get ServerLevel from UseOnContext?
TheElementGuy replied to TheElementGuy's topic in Modder Support
Thank you for the help. I ended up using an if statement to see if it is being called on the server and strike lightning if so. -
[SOLVED] How to get ServerLevel from UseOnContext?
TheElementGuy replied to TheElementGuy's topic in Modder Support
How can I do this? -
I have an item and I want to get the ServerLevel. I tried to cast UseOnContext.getLevel() to ServerLevel but that gave an error. I also tried UseOneContext.getPlayer().level but that couldn't cast. The reason I need a ServerLevel is because I am trying to use a lightning bolt. Any help is appreciated.
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I made it. The error was fixed.
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pastebin.com/a2NUkGWQ whenever I paste the link it just says: debug.log - Pastebin.com.
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Item not generating with Global Loot Modifiers.
TheElementGuy replied to TheElementGuy's topic in Modder Support
I did not register the serializer. Thanks. -
I have a mod and I want the mod version to be 1.1 so should I change the version in mods.toml, build.gradle Implementation-Version, or build.gradle Specification-Version? I can't tell which one to change.
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I am trying to play Minecraft but it has an error. The code is 1. Message is "game ended with bad state". Log: debug.log - Pastebin.com.
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Item not generating with Global Loot Modifiers.
TheElementGuy replied to TheElementGuy's topic in Modder Support
I am using 1.18.2. -
I am making a plant sword and I want any mobs hit with it to be stuck in wood. I don't want it to suffocate the mob, so I want to know if a block is in it's hitbox.
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[1.18.2] How to use blocks from other mods.
TheElementGuy replied to TheElementGuy's topic in Modder Support
Otherwise there is just a mound of powdered snow. -
[1.18.2] How to use blocks from other mods.
TheElementGuy replied to TheElementGuy's topic in Modder Support
Optional because before I want to set the block, I check if quark is loaded. It works without quark. -
I have a mod with an Ice Sword, and I want it to be when you hit something, the surrounding dirt turns to permafrost, a block in Quark. How can I get that mod from the Quark mod? Any help is appreciated.
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I made a Global Loot Modifier that doesn't seem to be working. I've probably messed up in the FireSwordInChest.java file. Here is FireSwordInChest.java: package com.juder.elementalswords.event.loot; import com.google.gson.JsonObject; import net.minecraft.resources.ResourceLocation; import net.minecraft.util.GsonHelper; import net.minecraft.world.item.Item; import net.minecraft.world.item.ItemStack; import net.minecraft.world.level.storage.loot.LootContext; import net.minecraft.world.level.storage.loot.predicates.LootItemCondition; import net.minecraftforge.common.loot.GlobalLootModifierSerializer; import net.minecraftforge.common.loot.LootModifier; import net.minecraftforge.registries.ForgeRegistries; import javax.annotation.Nonnull; import java.util.List; public class FireSwordFromChestAdditionModifier extends LootModifier { private final Item addition; protected FireSwordFromChestAdditionModifier(LootItemCondition[] conditionsIn, Item addition) { super(conditionsIn); this.addition = addition; } @Nonnull @Override protected List<ItemStack> doApply(List<ItemStack> generatedLoot, LootContext context) { System.out.println("YO!"); generatedLoot.add(new ItemStack(addition, 1)); return generatedLoot; } public static class Serializer extends GlobalLootModifierSerializer<FireSwordFromChestAdditionModifier> { @Override public FireSwordFromChestAdditionModifier read(ResourceLocation name, JsonObject object, LootItemCondition[] conditionsIn) { Item addition = ForgeRegistries.ITEMS.getValue(new ResourceLocation(GsonHelper.getAsString(object, "addition"))); return new FireSwordFromChestAdditionModifier(conditionsIn, addition); } @Override public JsonObject write(FireSwordFromChestAdditionModifier instance) { JsonObject json = makeConditions(instance.conditions); json.addProperty("addition", ForgeRegistries.ITEMS.getKey(instance.addition).toString()); return json; } } } Any help would be appreciated.
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I have 3 swords I would like to have generate in chests, but I don't know how to edit vanilla loot tables. The closest thing I could find was a forum page for 1.16.4.
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No! Thank you.
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package com.juder.elementalswords.effect; import com.juder.elementalswords.ElementalSwords; import net.minecraft.world.effect.MobEffect; import net.minecraft.world.effect.MobEffectCategory; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import net.minecraftforge.registries.RegistryObject; public class ModEffects { public static final DeferredRegister<MobEffect> MOB_EFFECTS = DeferredRegister.create(ForgeRegistries.MOB_EFFECTS, ElementalSwords.MOD_ID); public static final RegistryObject<MobEffect> FREEZE = MOB_EFFECTS.register("freeze", () -> new FreezeEffect(MobEffectCategory.HARMFUL, 3124687)); public static void register(IEventBus eventBus) { MOB_EFFECTS.register(eventBus); } }
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I am trying to make a potion called "Freeze" which will freeze a player, but it won't register, and I can't access it. Here is my code: package com.juder.elementalswords.effect; import net.minecraft.world.effect.MobEffect; import net.minecraft.world.effect.MobEffectCategory; import net.minecraft.world.entity.LivingEntity; public class FreezeEffect extends MobEffect { public FreezeEffect(MobEffectCategory mobEffectCategory, int color) { super(mobEffectCategory, color); } @Override public void applyEffectTick(LivingEntity entity, int amplifier) { // TODO Auto-generated method stub if (!entity.level.isClientSide) { double x = entity.getX(); double y = entity.getY(); double z = entity.getZ(); entity.teleportTo(x, y, z); entity.setDeltaMovement(0, 0, 0); } super.applyEffectTick(entity, amplifier); } @Override public boolean isDurationEffectTick(int duration, int amplifier) { // TODO Auto-generated method stub return true; } }