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kiou.23

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Posts posted by kiou.23

  1. you didn't change anything on the build.gradle?

    group = 'com.yourname.modid'

    change this to be your package name, which by the classes you posted looks to be dmd.dmd.anubis (which isn't a proper package name, you can refer to the comment in the build.gradle to see how to properly name your packages, i.e.: my package name is io.github.jvcmarcenes)

     

    archivesBaseName = 'modid'

    change this to be the mod id, and then change every instance of "examplemod" to be your modid

     

    after that refresh the gradle project (intelliJ should show you a symbol of an elephant with a blue reload  next to it), and try runData again

  2. 3 minutes ago, DMD_ said:

    Ok, sorry for the misunderstanding, here's my code

    
    package dmd.dmd.anubis.data;
    
    import dmd.dmd.anubis.AnubisMod;
    import dmd.dmd.anubis.data.client.ModBlockStateProvider;
    import dmd.dmd.anubis.data.client.ModItemModelProvider;
    import net.minecraft.data.DataGenerator;
    import net.minecraftforge.common.data.ExistingFileHelper;
    import net.minecraftforge.eventbus.api.SubscribeEvent;
    import net.minecraftforge.fml.common.Mod;
    import net.minecraftforge.fml.event.lifecycle.GatherDataEvent;
    
    @Mod.EventBusSubscriber(modid = AnubisMod.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD)
    public class DataGenerators {
        @SubscribeEvent
        public static void gatherData(GatherDataEvent event) {
            DataGenerator gen = event.getGenerator();
    
            ExistingFileHelper existingFileHelper = event.getExistingFileHelper();
            gen.addProvider(new ModBlockStateProvider(gen, existingFileHelper));
            gen.addProvider(new ModItemModelProvider(gen, existingFileHelper));
        }
    }

     

    looks correct, can you post the ModBlockStateProvider and ModItemModelProvider?

  3. 1 minute ago, DMD_ said:

    yes, but the files don't generate even after checking my code is 100% correct. Also, I don't know why is keeps stopping at "Holder lookups applied: minecraft:worldgen/tree_decorator_type". But then again, I'm awfully new to coding.

    if the files aren't generating then I can assure you that your code isn't 100% correct

  4. On 12/27/2020 at 12:17 PM, Drachenbauer said:
    
    @OnlyIn(Dist.CLIENT)

     

    do not use @OnlyIn, there's no reason for it, it is only meant for the vanilla classes to say what classes don't exist on a distribution

     

    On 12/27/2020 at 12:17 PM, Drachenbauer said:
    
    @Mod.EventBusSubscriber(Dist.CLIENT)

     

    I'm pretty sure you need to pass your modid and the event bus to the eventBusSubscriber annotation aswell

     

    also, your issue has more to do with eclipse than forge

     

  5. 54 minutes ago, perromercenary00 said:

    <code>

    this is not how you post code in the forums (or at least not anymote? perharps it once was, I wouldn't know since I'm  quite new here)

    55 minutes ago, perromercenary00 said:

    are NBT reimplemented can i use them to control animations to items and do complicated stuf ?

    were NBT ever removed? I don't see why you wouldn't be able to use them

    56 minutes ago, perromercenary00 said:

    what happen to the capabilities system ¿ was discarted

    the capibility system is still there, check the documentation for it: https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/

  6. 4 hours ago, Noxxous said:

    Hi, sorry I didn't get back to you. I have already created a GUI that isn't great but it opens on right click and I have even put on some redstone detection to allow to charge (repair my item) and I think I want a container because this explanation says that it has progress bar which I assume means it is tickable... I haven't been doing coding a for a while because I have had things going on 
    https://greyminecraftcoder.blogspot.com/2020/04/containers-1144.html

    you can use of a tile entity to hold the items and handle the ticking logic, a container just handle the inventory slots and the interface

  7. 54 minutes ago, blinky000 said:

    this post has gone strange.

    you sent me to https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe12_item_nbt_animate

    I have been working off of that.

    what i want to do is:  item first click save position && facing  , send click get the new position ,  execute code using those positions.

    I'm starting over from the top trying to understand TheGreyGhost code.

    Ty for you patience

    I think I understand now what you're trying to do, but correct me if I'm mistaken:

    you want to store a position in a nbt on an ItemStack when that Item is used, andafterwards, use of the stored values?

    you could store a boolean that holds the "state" of the nbt in it, in one state you would store a position, and in the other you would execute something now that you have a position.

    I don't know what you can do to clear the nbt when the world is reloaded however, as that's not a common behaviour to expect

  8. 16 minutes ago, wintermaker said:

    Ok, so I have a question about these functions in 1.16.5.  I'm trying to do world.setBlock() commands from within an Item use() override.  No matter what function I use (setBlockAndUpdate, setBlock with Constants.BlockFlags.DEFAULT, etc) the blocks appear in the client but disappear when interacted with (apart from collusions).  If I quit and restart, none of the changes were saved.  Blocks replacing other blocks (like grass) go back to the previous block.  This is launching from the Forge MDK runClient configuration.

    you should make your own threads

     

    16 minutes ago, wintermaker said:

    Are there contexts from which you're not supposed to update the world?  Are you supposed to queue updates for some worker thread/task to handle?  Mark things for update?

    no

     

    16 minutes ago, wintermaker said:

    It's almost like a problem passing in immediate variables that get deleted when they go out of scope ... but the few examples I find are using defaultBlockState() and aren't calling new or anything... ?

    I can use the ModBlocks.MYBLOCK blocks normally within the game otherwise... as in, place them as in game blocks from creative/survival mode, etc.. they only misbehave from the Item.use() override...

    we need to see your code. but don't post it here, make a new thread

  9. 57 minutes ago, blinky000 said:

    Its at the top of the post

    this is the top of the post:

    On 4/15/2021 at 10:01 PM, blinky000 said:

    anybody know of some good nbt examples for 1.16

    please be clearer

    also, if your issue with "nbt examples" has been solved, and now you're facing a different issue, you should make new thread

  10. 53 minutes ago, blinky000 said:

    bad phrasing ,  when i reload the world, the data from the tag is still there from the last session.  Is the a way when a new session is started to have the tag deleted

    you could simply not store the data in the first place? then there will be no data when the world loads

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