Everything posted by kiou.23
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[1.16] Render an Entity with an OBJ model
I've got an entity that I wish to render using an obj model. The entity is a ProjectileItemEntity, and I've already got the obj model working for the item. I tried to render my entity with the same Item Renderer, but the model wouldn't rotate with the entity, and instead would always face the player, which doesn't work for me since I need my entity to rotate around
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Failed to complete lifecycle event LOAD_REGISTRIES
I don't know as I don't use eclipse
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Failed to complete lifecycle event LOAD_REGISTRIES
that's a bug with eclipse: https://bugs.eclipse.org/bugs/show_bug.cgi?id=558286 re-importing the gradle project should fix it
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Failed to complete lifecycle event LOAD_REGISTRIES
say what you did, post your code, and post the entire log
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My mod won't appear in src/main/java in Eclipse
if you're new to java, minecraft modding is a pretty tough first-project, if you already have experience with similar OOP languages,, like C#, learning Java as you go isn't that hard, but if not, I'd suggest taking some time to understand java by itself before diving into modding the maven naming convention is just a convention on how to name your packages, it should usually be under a domain you own (like a website), but backwards, and then the project. and if you don't own a domain, you can use your github account: https://maven.apache.org/guides/mini/guide-naming-conventions.html, but don't worry too much about it if you can't find a tutorial for a supported version, silentchaos512 has a pretty good and updated series over on youtube for 1.16 I can recommend
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My mod won't appear in src/main/java in Eclipse
oh, 1.13 isn't supported anymore update to 1.15 or 1.16
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My mod won't appear in src/main/java in Eclipse
what do you mean "won't appear"? the forge mdk comes with a default examplemod under src/main/java, but it is not necessary, you can create your own package, following the maven package naming conventions, and put your mod there
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[1.16.5] How To Make A Strippable Log Block.
that works... but makes the code really hard to mantain and expand upon, imagine you add 50 logs, you'd have 50 else-if statements? the best solution I already told you 2 times, and now the 3rd: simply pass the stripped block to the constructor, and return it in the getToolModifiedState also, you're not checking if the tool is an axe, so any tool would be able to strip the log block EDIT: also, if you need to look up something this basic on github, maybe you should take some time to learn programming beforehand, that'll really make your life modding easier
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[1.16.5] How To Make A Strippable Log Block.
yes? you already have the class you called CustomLog, it's the same thing isn't it?
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[1.16.5] How To Make A Strippable Log Block.
the first way I thought of is to take a supplier of the stripped block in the constructor, and then return that in the proper method
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[1.16.5] How To Make A Strippable Log Block.
of course, because you're registering the same class, and in the class you harcoded it to return acacia what you can do is to write one class per log block or make a StrippableLog class, which takes a supplier of the block you want to return in the constructor
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[1.16.4] [Solved] Removing specific features from a biome
make your own thread, explain your issue further, and post the full log
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uploading minecraft mods
you should be getting mods from the curseforge website then simply put the .jar files inside the .minecraft/mods folder
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[1.16.5] How To Make A Strippable Log Block.
the class for the block you want to make stripabble
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1.16.5 ore generation not working
public static void generateOres(final BiomeLoadingEvent event) { if (!(event.getCategory().equals(Biome.Category.NETHER) || event.getCategory().equals(Biome.Category.THEEND))) { buildOreFeature(BlockInit.BERYLORE.get(), Blocks.GRASS, 10, 0, 100, 20); } } you're not actually adding the features to the biome, the return value of your method is just getting ignored, in mcp the method that you call is BiomeGenerationSettingsBuilder#withFeature, in mojmaps I don't know private static ConfiguredFeature<?, ?> buildOreFeature(Block ore, Block filler, int maxVeinSize, int minVeinLevel, int maxVeinLevel, int spawnRate) { ConfiguredFeature<?, ?> feature = Feature.ORE.configured(new OreFeatureConfig(new BlockMatchRuleTest(filler), ore.defaultBlockState(), maxVeinSize)); feature = minMaxRange(feature, minVeinLevel, maxVeinLevel).squared(); feature = feature.count(spawnRate); return feature; } this is not how you should create a ConfiguredFeature 1- I suggest you keep each feature in a static field 2- you need to actually Register the feature, or the game won't know about it, you can do so by calling Registry.register, and registering your feature to the Configured Features registry which can be found under the class WorldGenRegistries 3- you can chain the count, squared and so on methods, it'll make your code look cleaner MinecraftForge.EVENT_BUS.addListener(EventPriority.HIGH, ModOreGen::generateOres); There's no need set it to a high priority, and you're registering the listener to the wrong event bus
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[1.16.5] simple way to merge ItemStacks?
there isn't a function that does that already. however writing your own helper function shouldn't be that hard don't forget to handle the case when the ItemStacks contain different Items, or Items with non-64 maximum stack sizes
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nbt examples
https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe12_item_nbt_animate I guess you could start there, but "nbt examples" is very vague. nbts can be used for a lot of stuff, what you want is the methods to put values in tags, and recover values from tags
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Textures are saying "Failed to load texture: minecraft:textures/models/armor/witherite_layer_2.png"
post the complete log, and say what you want to accomplish in a clearer and more objective way
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What do the other parameters in setBlock do?
method signatures did not change, only method names, due to the mappings change if the method has a different signature, it may not be the method that you are looking for
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Brewing Recipe not working
The BrewingStand har checks if the fuel is the Blaze Powder item, you can see it in the BrewingStandTileEntity class so I assume the only way to get around this would be to replace the vanilla brewing stand
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Minecraft 1.15.1 Mod Creation Help: "could not start daemn process".
post the entire log please
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Brewing Recipe not working
it'd be helpful both for you and other people, if you told how
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Brewing Recipe not working
remove the .git directory that you should have created before in your src/main/java (I assume) then try again
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Brewing Recipe not working
intialize the repo in the directory which contains the build.gradle that directory should also have a .gitignore which will make sure you don't push anything you shouldn't to github
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Brewing Recipe not working
actually, disregard the RegistryEvent thingy
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