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The Typholorian

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  1. mcp reborn https://github.com/Hexeption/MCP-Reborn follow instructions in readme.md
  2. make some example gui in mcreator with a button and some text, then open it up with the code editor to see how to do it.
  3. _level.getServer().getCommands().performPrefixedCommand(new CommandSourceStack(CommandSource.NULL, new Vec3(x, y, z), Vec2.ZERO, _level, 4, "", Component.literal(""), _level.getServer(), null).withSuppressedOutput(), "execute at @e[type=cod] run summon lightning_bolt"); should do it, I don't think it'll send a chat message every time. Code thing wasn't working so I had to do plain text.
  4. _level.getServer().getCommands().performPrefixedCommand(new CommandSourceStack(CommandSource.NULL, new Vec3(x, y, z), Vec2.ZERO, _level, 4, "", Component.literal(""), _level.getServer(), null).withSuppressedOutput(), "execute at @e[type=cod] run summon lightning_bolt"); should do it, I don't think it'll send a chat message every time. Code thing wasn't working so I had to do plain text.
  5. Broke teeth? Hah. I already see that MuchedHard is misspelled. You could try looking at the MC source code to see how they add death messages, or maybe MCreatir could help. It's not good for directly making mods, but it has a bunch of examples on how to do stuff.
  6. That seems like it's not properly overriding the texture, check the code for the arrow and see if you are doing everything right. Just ctrl click on Arrow from extends Arrow and it should show you it. Or you could get it via mcp reborn at https://github.com/Hexeption/MCP-Reborn
  7. That seems completely fine, and there are no meaningful errors or any indication of bad stuff, as far as I can tell. Can you give me some more information about what you are trying to do? Try stripping the mod down to just a renamed MDK and see if it runs.
  8. hello. me again. This time I want to modify the game, but not with forge or fabric or quilt or something like that. I want to make a .jar, similar to Forge/Fabric/OptiFine (installer, not the forge mod) that copies 1.19.2 and modifies the game to add stuff like menus and blocks. I tried ChatGPT but it can't help since it doesn't understand the Minecraft EULA, and I tried doing some research but there is no documentation on this. Help?
  9. So, if you look in the minecraft resource files, things like leaves and grass blocks are grey. This is because, I assume, they get color based on the biome. Is there a way I can get the texture of the grass block from the side in a plains biome? No, I can't just take a screenshot. I need the 16x16 square texture with no light changing the texture. Is there some way I can get that easily?
  10. Seems like an optifine issue. Do you have it installed? If you do, try removing it.
  11. hi. me again. This time, I have my custom crop I am working on all 100% done and working... except the model is not loading. I can tell it is the model and not the texture since it looks like a vanilla block and the texture not loaded texture is on all 6 sides. If the model was loading, I think it would look like the crop model with those textures. I don't think I have any spelling errors, but last time I said that it was the whole problem. I don't know how to upload folders to github, so if that is necessary please let me know how. Here's my code. Block Registry (has custom block class in it): resources/assets/pnegative/models/block/blueberry_bush.json: resources/assets/pnegative/models/block/blueberry_bush_stage0-7.json (identical for all eight, named as above: The only difference is the texture name. Textures in resources/assets/pnegative/textures/block. Named as above, ending in .png. Are there any issues? If you need to re-create it, I am using forge 43.2.21. java/net/the_typholorian/pnegative/PNegative.class: Thank you.
  12. That was it. Thank you!
  13. so I want to make a custom crop. I followed the tutorials and such, and now I have a thing that grows and such. But when I try to add a loot table, it doesn't do anything. No errors at all. I check that all the directories and such are correct, did it the same as MCreator generates it. Works fine there, dunno why not here. Loot table code: { "type": "minecraft:block", "functions": [ { "function": "minecraft:explosion_decay" } ], "pools": [ { "bonus_rolls": 0.0, "entries": [ { "type": "minecraft:item", "name": "minecraft:cabbage" } ], "rolls": 1.0 }, { "bonus_rolls": 0.0, "conditions": [ { "block": "minecraft:cabbage_crop", "condition": "minecraft:block_state_property", "properties": { "age": "7" } } ], "entries": [ { "type": "minecraft:item", "functions": [ { "enchantment": "minecraft:fortune", "formula": "minecraft:binomial_with_bonus_count", "function": "minecraft:apply_bonus", "parameters": { "extra": 3, "probability": 0.5714286 } } ], "name": "minecraft:cabbage" } ], "rolls": 1.0 } ] } Block registry code: package net.the_typholorian.pnegative.adventure; import net.minecraft.core.BlockPos; import net.minecraft.world.level.BlockGetter; import net.minecraft.world.level.ItemLike; import net.minecraft.world.level.block.Block; import net.minecraft.world.level.block.CropBlock; import net.minecraft.world.level.block.SoundType; import net.minecraft.world.level.block.state.BlockBehaviour; import net.minecraft.world.level.block.state.BlockState; import net.minecraft.world.level.material.Material; import net.minecraft.world.phys.shapes.CollisionContext; import net.minecraft.world.phys.shapes.VoxelShape; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import net.minecraftforge.registries.RegistryObject; import net.the_typholorian.pnegative.PNegative; public class Blocks { public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, PNegative.MODID); public static final RegistryObject<Block> CABBAGE_CROP = BLOCKS.register("cabbage_crop", () -> new CabbageCropBlock(BlockBehaviour.Properties.of(Material.PLANT).noCollission().randomTicks().instabreak().sound(SoundType.CROP))); public static void register(IEventBus eventBus) { BLOCKS.register(eventBus); } } class CabbageCropBlock extends CropBlock { private static final VoxelShape[] SHAPE_BY_AGE = new VoxelShape[]{ Block.box(0.0D, 0.0D, 0.0D, 16.0D, 2.0D, 16.0D), Block.box(0.0D, 0.0D, 0.0D, 16.0D, 4.0D, 16.0D), Block.box(0.0D, 0.0D, 0.0D, 16.0D, 6.0D, 16.0D), Block.box(0.0D, 0.0D, 0.0D, 16.0D, 8.0D, 16.0D), Block.box(0.0D, 0.0D, 0.0D, 16.0D, 10.0D, 16.0D), Block.box(0.0D, 0.0D, 0.0D, 16.0D, 12.0D, 16.0D), Block.box(0.0D, 0.0D, 0.0D, 16.0D, 14.0D, 16.0D), Block.box(0.0D, 0.0D, 0.0D, 16.0D, 16.0D, 16.0D) }; public CabbageCropBlock(Properties properties) { super(properties); } @Override public BlockState getPlant(BlockGetter level, BlockPos pos) { return Blocks.CABBAGE_CROP.get().defaultBlockState(); } @Override protected ItemLike getBaseSeedId() { return Items.CABBAGE.get(); } @Override public VoxelShape getShape(BlockState state, BlockGetter level, BlockPos pos, CollisionContext context) { return SHAPE_BY_AGE[state.getValue(this.getAgeProperty())]; } } Do I need to register that it is using a loot table somewhere?
  14. Well, it seems like Apotheosis does something similar, conditionally registering blocks/items if a config value is true. The problem I am having is that the server config is not being generated while in the IDE. If I export the mod and generate a world, it shows up fine. Is there maybe some setting or some code I am missing to make it generate in the IDE, so I don't have to export for testing?
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