- [1.19.2]Ore Generation Configs
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[1.19.2]Ore Generation Configs
Since there were some changes to Forge regarding how features are registered in 1.19.2, I get an error (Cannot get config value before config is loaded.that configs) now, since I am trying to register my features with datagen (biome modifier), but configs aren't allowed during that, so I was wondering how I could actually use values from configs?
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[1.19.2] Removing slots from a menu?
Hello, I'm currently trying to develop a menu where I have to dynamically remove slots that were added at init. My question would be: is this even possible? Or is there some workaround to change the slot formation of a menu without having to have the user close and re-open it?
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Problem with a self filling fluid capability item
So, when looking back at it, the problem seems to not be related with client side problems, I've tested with other things that require server side, I've added client side checks, and this still doesn't seem to work for some reason, only draining and filling of the tank are disfunctional
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Problem with a self filling fluid capability item
That makes a lot of sense, thanks
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Problem with a self filling fluid capability item
I'm currently trying to make an item that fills itself with fluid when clicked on entities, all the capability stuff works, the item works with tanks and whatnot, but I can't get it to fill itself for some reason, any help'd be appreciated @Override public InteractionResult interactLivingEntity(ItemStack pStack, Player pPlayer, LivingEntity pInteractionTarget, InteractionHand pUsedHand) { if (pInteractionTarget instanceof WitherSkeleton){ WitherSkeleton entity = (WitherSkeleton) pInteractionTarget; pStack.getCapability(CapabilityFluidHandler.FLUID_HANDLER_ITEM_CAPABILITY).ifPresent(handler ->{ handler.fill(new FluidStack(Fluids.WATER,500), IFluidHandler.FluidAction.EXECUTE); }); spawnParticles(pPlayer.getLevel(),entity.getOnPos()); entity.remove(Entity.RemovalReason.KILLED); return InteractionResult.SUCCESS; } return InteractionResult.FAIL; }
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Gathering Data From Other Mods During Datagen
Update 2: I guess running some random gradle tasks fixed it? I really don't know at this point I ran jarJar, init, build and buildEnvironment(i already ran build before this) and now it works for some reason
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Gathering Data From Other Mods During Datagen
Update: The problem seems to be that the args in the build.gradle file aren't the ones being used, after looking at the runData logs, the args that are listed are completely unaffected by the ones that I put in
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Gathering Data From Other Mods During Datagen
I did regenerate, the way I'm confirming is because If i add the required assets to my mod's assets folder the datagen works, therefore it's due to not being able to access TIC, or at least I'm pretty sure it is
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Gathering Data From Other Mods During Datagen
bump
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Gathering Data From Other Mods During Datagen
I am currently trying to implement tinkers' construct integration to my mod, and everything is working however datagen can't seem to be able to pull resources from the TIC library, these are my data settings in build.gradle data { workingDirectory project.file('run') property 'forge.logging.markers', 'REGISTRIES' property 'forge.logging.console.level', 'debug' // Specify the modid for data generation, where to output the resulting resource, and where to look for existing resources. args '--mod', 'kuzey', '--all', '--output', file('src/generated/resources/'), '--existing', file('src/main/resources/'), '--existing-mod', 'tconstruct' mods { kuzey { source sourceSets.main } } } }
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Make an item non-enchantable[1.18.2]
Ah! That makes sense, thanks, didn't know that that event existed
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Make an item non-enchantable[1.18.2]
I'd like to make it so that an item can't be enchanted(or not be enchanted with certain enchantments, this includes the anvil), how can I achieve this? I've looked through a bunch of the vanilla code but can't seem to find how they do it.
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Making a block with a fluid capability not be able to take in fluids
Ah! that makes sense, thanks
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Making a block with a fluid capability not be able to take in fluids
Hello, I have a block that outputs fluid as a result of a recipe and naturally I don't want the player to be able to input fluids into this block, how can I achieve this?
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