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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. What are you talking about? Those aren't called spoilers. They ste code "areas". Yes on many levels. You never call this in your model registry event. Is just another name for IHasModel which is down right incorrect to use. Just call ModelLoader.setCustomModelResourceLocation in the ModelRegistryEvent directly.
  2. Basically yes. There are so many changes between versions keeping a comprehensive guide would be almost impossible. Its kinds why the forums exist in the first place. Its kind of a comprehensive guide. That has people who are constantly adding to it by making more posts. It's just not as organized as a guide.
  3. Post new log.
  4. Then I'd like to ask two questions. Why aren't your textures showing up and why isnt there an error in the log file about them? You shouldn't partially work on something then before it's done move onto another thing. Its bound to cause errors like this.
  5. It looks like from the crash report it's not allowing your mod to load all the way.
  6. Because there is an error on that line. Do you not know how to read a crash report? I don't believe you are allowed to pass null here. There is no reason for you to call it at all either.
  7. What the heck is going on on this line?
  8. You'll want to use the RenderWorldLastEvent. Ask the client player's world for all the entities within an area. Then ask for the items. Retrieve the IModel/BakedModel from the model registry for that Item/ItemStack. Then trace the textured quad.
  9. From a brief look it seems that it might be possible with reflection. I'll point you in the appropriate direction. Each Biome a village spawns in has it's own area. For the Plains biome it's PlainsVillagePools In there is a static {} and an init, but init does nothing except make sure the static{} gets called.I've notified that all the parts including the part where entities spawning in structures is handled by the JigsawManager REGISTRY. It loads up nbt files from the data directory, use an NBT explorer to figure out the structure so you can create one for your Entity and then you'll have to somehow put it in the JigsawManager's registry entry.
  10. Are we talking a limited number of times. Like on generation? OR are we talking continuous spawns, but only ever in a village?
  11. Post your updated code then.
  12. Then your code is never ran and as such the setBlockState method is never being called. Can you confirm what part of your code is not executing?
  13. OR-ed means to use the bitwise OR operator. Which would be 3. This will cause a block update which is necessary and send the change to the clients which is needed because animateTick is client only.
  14. You should really read the javadoc of this method.
  15. It be better if you posted all of your code unmodified.
  16. You need to override Block#fillBlockState
  17. This is because you are overriding the vanilla tag now. Guess what this means. If another mod does this exact same thing one of your fences will not work. So you should instead override Block#isIn
  18. How do you know? Have you checked the console for another error?
  19. Seems like there is a duplicate entry for your lang file somewhere. Potentially in your build.gradle file.
  20. I feel like this tells you exactly what is wrong.
  21. It would be in the command line interface. I don't believe it makes an actual file, but if it does someone will surely correct me.
  22. What exactly did you type?
  23. Is there anything in the log? Probably about it not being able to find an item called "element:magicessence"
  24. Run the build command with the "--stacktrace" option and provide us with the log as well as your build.gradle.
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