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kiou.23 last won the day on May 3

kiou.23 had the most liked content!

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About kiou.23

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  1. you need to set it's render type to cutout you do so in the client setup, through RenderTypeLookup.setRenderLayer
  2. looks like it should work, are you sure sdd:straw and sdd:jerry_nest are the correct registry names for your items? if they are, make sure the recipe is under resources/assets/data/sdd/recipes/ also: "sdd" is too short for a mod id, use something more unique EDIT: oh, nevermind, you've set the count as a string and not an integer, that's the issue
  3. I think that what you want can be solved with Layer Renderers. (I think, I'm not quite sure wha you want really) extend Layer Renderer for the PlayerEntity and PlayerModel generic type parameters, and then override the render method. the layer renderer will always try to render, so you'll need to handle the condition logic of wether it should render or not. to "register" this, just an instance of the layer to the player's renderer in the RenderPlayer event
  4. it seems your problem is solved, but just a tip: when posting code to the forums, use the code block instead of the spoiler, it provides indendation and monospaced fonts which make the code actually readable
  5. it depends on wether you want the vanilla water bottle always return en empty water bottle (for any recipe that uses a water bottle), or if there is some specific recipes from your mod that you want that behaviour on for the latter, the solution is using Special Recipes, you can look at the Book or Map cloning recipes for some example. you'll need to override the getRemainingItems method, and perform such logic there
  6. refer to this statement on the changed names: http://cpw.github.io/MinecraftMappingData.html if you want to use the old mappings you just need to change the "mappings channel" property in your build.gradle change the channel to "snapshot", and the version to "20210309-1.16.5"
  7. I'm not sure what you mean by copying the vanilla code. I believe you can just call World#setBlockState (in mcp mappings)
  8. instead of listening for the RightClickBlock event, why not override the onItemUse (or something like it, there's a method that gets called when an item is used on a block), method on your kettle item? and handle the logic from there
  9. Instead of subscribing event listeners like this: MinecraftForge.EVENT_BUS.addListener(CoolDownHandler::onAttachCapabilities); MinecraftForge.EVENT_BUS.addListener(CoolDownHandler::doCoolDown); you can annotate the event listener class with @Mod.EventBusSubscriber() and then anotate the event listener methods with @SubscribeEvent that is not the only way to do it, but it is the one I find easier, and it should solve your listener issue for documentation on events you can check out: https://mcforge.readthedocs.io/en/latest/events/intro/ or: https://forge.gemwir
  10. go through the code, understand it, and once you know how the code works, you'll know what to change making the Tile Entity is quite trivial, but making custom recipes can be very annoying, for my implementation of a custom crafting like recipe, I just copy and pasted the vanilla class, and went changing what I needed 1- you'll need a recipe class, that keeps track of what the recipe actually is, and checks if a given inventory has the ingredients to match it. this implements IRecipe, you can then go through the logic of the overrides and add any other method that you may need
  11. he meant RegistryObject#get, but if you don't know what that message means you shold take some time to learn java first. your Sign BlockItem takes references to an Item, not to an RegistryObject, RegistryObjects work like Suppliers, you create them statically, you need to call .get() on the instance to get the object that it supplies. note that RegistryObjects only get populated after the registration events, therefore you can't call them before that (such as in statically initialization) registering custom signs is not a simple task, I had to go through it a while ago, I can point y
  12. it does feel more complicated than what I may need, since my entity isn't actually a mob with animations and all that, just a static obj model would work, but I guess that if I go through and read how lycanitesmobs does it, I'll be able to extract what I need, thanks for the reference
  13. wasn't TEST for item stacks, or tile entities? I know I have to extend an EntityRenderer, but I don't know how to get an obj to render from there
  14. post your build.gradle also, downgrade to java 8, that's the version that minecraft uses
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