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scientistknight1

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Everything posted by scientistknight1

  1. There ought to be a Kaupenjoe video talking about how to do this, have you looked into that? If I remember correctly the video adds a "thirst" system but it ought to be trivial to adapt.
  2. If that's what's happening, then you've likely either misnamed your block (i.e. it's not actually named alotoblock:shaved_oak_planks) or messed up the JSONs. Check the logs, there should be a line somewhere about any missing/incorrect models/textures.
  3. There are also render types that support transparency by default such as "render_type": "minecraft:cutout" (only supports pixels that are fully transparent/fully opaque) and "render_type": "minecraft:translucent" (like stained glass).
  4. Change the render type to cutout in the model, or transparent/translucent (can't remember which one) if it's supposed to be semitransparent.
  5. I suppose you could use three boolean blockstates to determine which corner the block is in?
  6. As far as I know, it's impossible to get the animations of vanilla entities and use them for modded ones. However, you could try extending the class of the vanilla entity and using the same renderer with a different texture. That essentially tells Minecraft to reuse the same hardcoded animations.
  7. Simply don't add a recipe. It doesn't automatically generate one unless you put the tool/weapon's recipe in the datagen. The ingredient listed in the material type is just the repair ingredient.
  8. Which tutorial are you using?
  9. Yes, it's just an alternate way of registering blocks. For your example there, you'd just change it to: public static final RegistryObject<Block> Coal_Crystal_Block = registerFuelBlock("coal_crystal_block", () -> new Block(BlockBehaviour.Properties.copy(Blocks.COAL_BLOCK).strength(2f).requiresCorrectToolForDrops() .sound(SoundType.STONE).explosionResistance(4)), 16000); The parts in bold are additions. I hope this helps.
  10. You'd just use this function to register your blocks that you want to be fuels, instead of registerBlock. That's all.
  11. The star just means "import everything from this module", that's normal. Try adding unlockedBy triggers for your two juice recipes, like you have with the block. That will probably fix the problem.
  12. You need to override the burn time of the corresponding BlockItem, like with this code to register a block that can be used as fuel: private static <T extends Block> RegistryObject<Item> registerFuelBlockItem(String name, RegistryObject<T> block, int burnTime) { return ModItems.ITEMS.register(name, () -> new BlockItem(block.get(), new Item.Properties()) { @Override public int getBurnTime(ItemStack itemStack, @Nullable RecipeType<?> recipeType) { return burnTime; } }); }
  13. Can you post your recipe generation class? You might have forgotten to add the advancement trigger, that part is a bit tricky.
  14. Just add another .requires after the first one. You can even specify how many should be needed. In your case, that would look like: ShapelessRecipeBuilder.shapeless(RecipeCategory.MISC, ModItems.LEMON_JUICE.get(), 4) .requires(ModItems.LEMON.get()) .requires(Items.GLASS_BOTTLE, 4) .save(pWriter);
  15. All I know is what I've told you; I can't help more without inspecting the entirety of your code, and I think you'd probably learn the most from working this problem out yourself at this point. If you're still confused, try finding some other tutorials for modding; if you don't understand what the code is doing, try looking for Java tutorials. I hope this helps.
  16. To add the item to the creative mode tab, you'll need to reference the item you registered in ModItems ( ModItems.LEMON_JUICE.get() ). The ModDrinks class is only ever used when creating your item.
  17. To ensure that the entity drops resources in the usual way, try using the .kill() method instead of .setHealth(int); that should work better. Try making your class extend SwordItem to use all the standard sword infrastructure. Just make sure to add super calls at the top of all methods you override if you want to keep the existing behavior as well.
  18. It looks like you're only setting the health if the thing you are hitting is a player.
  19. It sounds like you accidentally have two items that are both named "orange". Ensure that you give items unique names in the string when you register them. That's one of the more annoying errors to track down if you don't know what's causing it, though.
  20. If I remember correctly, Jump Boost uses an attribute modifier. It doesn't have its own class.
  21. The method to override is shouldCauseReequipAnimation.
  22. Try using the build task to compile it into a runnable mod, if that's what you want. If you just want to copy the entire mod into a zipped folder, you can do that in your computer's file explorer. If you're on Windows, just go to the directory you're using and zip up the whole folder. Name it whatever you want.
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