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kiou.23

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Posts posted by kiou.23

  1. 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

  2. 3 minutes ago, DMD_ said:

    sorry I'm new to modding and java completely, but what is the maven package naming convention.

    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

  3. 6 minutes ago, immortalcatz said:

    Found a version of what I was trying to do on github, had to tweak it a bit to make it updated to 1.16.5 tho....

     

    package expanded.blocks;

    import javax.annotation.Nullable;

    import expanded.VanillaBuildingBlocks;
    import net.minecraft.block.Block;
    import net.minecraft.block.BlockState;
    import net.minecraft.block.RotatedPillarBlock;
    import net.minecraft.entity.player.PlayerEntity;
    import net.minecraft.item.ItemStack;
    import net.minecraft.util.math.BlockPos;
    import net.minecraft.world.World;
    import net.minecraftforge.common.ToolType;

    public class CustomLog extends RotatedPillarBlock {
          
        public CustomLog(Properties properties) {
            super(properties);
        }
      
        @Override
        @Nullable
        public BlockState getToolModifiedState(BlockState state, World world, BlockPos pos, PlayerEntity player, ItemStack stack, ToolType toolType) {
              Block block = state.getBlock();
              if (block == VanillaBuildingBlocks.acacia_log) {
                  return VanillaBuildingBlocks.stripped_acacia_log.defaultBlockState();
              } else if (block == VanillaBuildingBlocks.spruce_log) {
                  return VanillaBuildingBlocks.stripped_spruce_log.defaultBlockState();
              } else {
                  return super.getToolModifiedState(state, world, pos, player, stack, toolType);
              }
              
        }
    }

     

    in case anyone else needs it.... This is solved now, thanks for all the help. ^^

    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

  4. 4 minutes ago, immortalcatz said:

    whenever i add more then one log type and i right click it turns into the acacia log, not it's own stripped version.... I'm using vanilla blocks to test it with so I know it's working.

     

    *edit: like if I make a spruce and right click with an axe, the spruce log turns into the acacia log, not the stripped version, but the acacia log turns into stripped acacia.

    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

  5. 	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

  6. 4 minutes ago, eggpasta said:

    But that brings another question, is it possible to use something else instead of blaze powder

    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

  7. 6 minutes ago, eggpasta said:

    How?

    I have git bash instaleld but whenever i do git init and then git add . i get 

    
    error: 'Downloads/forge-1.16.5-36.1.4-mdk/' does not have a commit checked out
    fatal: adding files failed

     

    remove the .git directory that you should have created before in your src/main/java (I assume)
    then try again

  8. 5 minutes ago, eggpasta said:

    What else do i need to add?

    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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