Posts posted by Animefan8888
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21 minutes ago, deerangle said:
I was trying to add a capability, but for some reason, the AttachCapabilitiesEvent isn't being fired (checked with breakpoints).
When did you expect it to fire? It fires when a TileEntity is created. And it definitely fires. Also are you wanting to attach it to every TileEntity in the game because if you only want it on your TileEntities that is not how you do it.
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55 minutes ago, VaraHunter8 said:
IDk how to use my IDE
You should probably learn how.
52 minutes ago, VaraHunter8 said:ASM
ASM is not supported on this forum. Mainly because there are typically ways to do whatever you want with just the Event System and Reflection. What are you trying to do from an end user perspective.
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1 minute ago, Jipthechip said:
I did that, and it just ended up never getting to the code I wanted it to.
Which means I was wrong about it being a World instance when you need it to be.
13 hours ago, Animefan8888 said:I'm not sure if this still works, but you might be able to cast the ILightReader to a World
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2 hours ago, DrunkBlood said:
How do I disable features via my Mod Config the proper way?
I tried only registering them when my Config says but that had problems with ModConfigEvent firing late and other default values not being set.
Well you always register every registry entry. You then use the config settings to prevent or allow the attainment of the Item/Block/Enchantment.
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27 minutes ago, Jipthechip said:
My BlockState became too complicated for the values I wanted to feed into my IBlockColor#getColor() implementation.
Is there any alternative to getting values from the BlockState, or will I have to use a TER/TESR?
I'm not sure if this still works, but you might be able to cast the ILightReader to a World(do an instanceof check it can be null). Then if it is use World::getTileEntity and store your colors in the TileEntity.
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Just now, aNoob4Gamer said:
Does this file exist within your jar?
Quotedefaultaddons:textures/items/ruby.png
Also its convention to do textures/item/texture.png nowadays.
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Just now, aNoob4Gamer said:
Do I have to use the "build" task under that category?
Yes you either need to run the "gradlew build" task in the terminal or via your IDE to build your mod. Because Minecraft is obfuscated and therefore your code too must be obfuscated to match the Minecraft obfuscation.
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7 minutes ago, aNoob4Gamer said:
When I run "runClient" in Intellij, minecraft doesn't give an error, but when I compile a jar for the mod and load it with forge it gives me this error:
"modid encountered an error during the load_registries event phase"
Here is the log file, hope someone can help.
Looks like you didn't build it using the gradle build task.
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Custom Mod Breaks Mobs in 1.15.2
in Modder Support
Yes you did in your y for loop in FindBlock.