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Forge Modder
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Everything posted by Animefan8888

  1. It's really only good for the basic things which you have a lot of. Something like a basic Item or Block that has no special model functionality. However I can actually imagine the recipe one being incredibly useful. I remember the days when adding a recipe to the game was a single line of code. Now it's a whole file.
  2. Is it your Item? If so you can use Item::hitEntity to detect when an Entity is hit. However you can't stop the hit/damage from being processed. If you end goal is too cancel damage/an attack you should use LivingAttackEvent and cancel it when you want the attack to not happen.
  3. Imagine having to write 100-200 json files by hand. Now imagine you had code that would do it for you once and never run again. That's why it's really just code that generates the data files to be loaded up by the data system. You do not need to use it. The code is not executed outside of development unless you manually call it or something.
  4. Depends on what you want to do. How do you define "swung their weapon"? Is this any left click with the Item in their hand? You may need to use a combination of PlayerInteractEvent subclasses. Elaborate a bit more.
  5. Everything that needs to be done on the main thread. Anything that interacts with Minecraft/Minecraft Forge directly I believe. This includes your Capability registration. Also I didn't expect it to solve it. What exactly is the problem though? Does that error actually even mean anything? Like are your packets working or not?
  6. What does the model file look like? Also is there anything in the console?
  7. If I recall correctly you need to use DeferredWorkQueue.runLaterDeffered in the mod life-cycle events because they run on a separate thread. But I honestly don't know what is causing your problem. Could be the lack of sleep I have.
  8. That constructor makes me think you are using 1.12 or an earlier version. Which are not supported on this forum. Please update to a modern version of Minecraft to receive support. For more information read the LTS at the top of the page.
  9. Please don't hijack a thread. Please make your own.
  10. 1.12.2 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. For more information on this please read the LTS at the top of the page.
  11. I believe you still use CapabilityFluidHandler for this.
  12. Please learn Java before you make a mod. A ResourceLocation is a class type and you need an instance of that class to pass into the constructor.
  13. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. For more information on this check out the LTS on the top of the page.
  14. Yes there is. You must also have an ItemStackTileEntityRenderer and you must bind it to your item via Item.Properties::setISTER
  15. Your mod will need to have that mod as a dependency and then you can just override the Block in the Registry.
  16. Either of those work it depends on how you prefer to do it. I personally prefer the events. Look at the vanilla particles.
  17. If there are it is a very small amount and you shouldn't run into any problems following that tutorial. However if you do you can always come back here or check out other tutorials. I'm currently working on video tutorials.
  18. This line is your problem. It's supposed to be Bus.MOD
  19. That is what I originally meant. Or something along those lines, However it seems that may have been changed, or it was never like that and I'm crazy. It seems an entity calls Block::onEntityCollision if the Entity's bounding box exists within the BlockPos(block space) of a block. IE if I stand next to a flower pot I'm considered colliding with that block.
  20. o.0 I think you can just register a new Renderer for the EnderDragon to make that happen. And in order to store new variables on the EnderDragon you can just use a Capability. The rest of that sounds like new AI. I included the word "maybe" in there because I don't know which way is easier. It might be easier to build on top of the already existing EnderDragonEntity instead of making a new one and replacing it.
  21. Probably use EntityJoinWorldEvent to stop the Dragon from being spawned and then spawn your own. In those regards do everything the vanilla one does. If your goal is to make the Ender Dragon harder maybe just change it's AI and stats instead of creating an entirely new Entity.
  22. Honestly it might, but I'm not sure that's something worth testing. Maybe the OP can enlighten us when/if they try it.
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