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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. So its generate n number of characters A-Z/a-z?
  2. That's because they haven't been implemented in 1.14 forge , yet(I assume). They are currently commented out in the source code under the forge section. You'll have to use Reflection like Draco18s has so helpfully provided an example for.
  3. There is only one pool in entity loot tables it's called "main" and you need to remove an entry in that pool. Not the pool itself.
  4. This returns the modid(both of our mistakes). You need to use getPath. Also just canceling the event will cause all of the drops for the iron_golem to not drop. So maybe try to remove the pool for the iron ingots instead.
  5. What you have there is not an event. How much do you know Java? If not much I don't recommend starting with creating a Minecraft Modding. If you know Java you don't have the right method signature It's Item#onItemRightClick(World, EntityPlayer, EnumHand) You don't get the ItemStack but you can get it via EntityPlayer#getHeldItem()
  6. Are you playing in singleplayer? If so one of your mods is breaking things. I can't tell you which one because it doesn't say. Make sure all of your mods are up to date. If they are and still don't work you'll have to remove them to figure out which one is causing the problem.
  7. Not really. Yes you can do this. I've done it recently you need to create an EntityPlayerMP instance on the server and load it's nbt. With a little digging you'll find where the nbt is loaded. Then you need to send the data to the client via a packet. Then store the data until the client player no longer needs it.
  8. You're loading something client only on the server. Probably installed a client only mod on the server.
  9. That's because the ResourceLocation given by getName has a folder in the path IE entities/iron_golem. Also the namespace is the file name not the item it drops. You'll have to look at the LootTable/LootPool(s).
  10. LootTableLoadEvent fires for every loot table even blocks. And all chest structures that the mod generates. What if a mod has a loot_table for a block that drops iron_ingots? The reason why this wouldn't affect any vanilla loot tables is because "iron_ingot" == "iron_ingot" will never be true. You need to use String#equals. Cool you tested a piece of code without the necessary if statement to make it work how you want it to.
  11. No probably not. Because it could severely affect other mods. And it wouldn't stop any vanilla loot tables. You need to override the loot tables by creating a json with the same name as the one you want to override. IE data.minecraft.loot_tables.chests.shipwreck_treasure.json
  12. Here's some pseudo code Register items SOUND_1 = new SOUND... // DO ITEM REGISTRATION RegisterSounds // DO SOUND REGISTRATION
  13. If I remember correctly even the treasure loot tables are loaded via JSON and might be overrideable. If not you'll have to look through the objects the event gives you and what methods you can call on those objects.
  14. As their edit points out you need to initialize your sounds in the Item registry event and then register those instances in the sound registry event.
  15. Does that mean override entirely? Or add your own?
  16. If I remember correctly all Capabilities for a world eventually get saved in a single WorldSavedData instance used by all world capabilities/forge.
  17. This is an Object that stores a value optionally. IE it could be there, but it could also not be there. It also has some methods that help with this kinda thing as well. Basically it contains the instance of your data that the Capability holds. You can get an IMana instance from methods inside the LazyOptional if you give it a look you'll find them,
  18. Nope that is not what he means. He means use a tick event Such as ClientTickEvent to count ticks until a specified amount has passed. Then do what you need to do like tell the player to break a block.
  19. I dont think there is anything in place for this as of now. They are currently working on dissecting the DataFixer system and trying to make it mod friendly.
  20. No you don't get it. You only ever "break" the item when it hits an entity. You do properly ignore grass blocks(not the grass blocks you want to ignore however). But that still leaves what happens with all the other blocks. You never tell it to break.
  21. Most X-Ray mods work like the resource packs do. They just don't render the blocks that are not whitelisted. Do what you will with that information. They don't scan each chunk.
  22. This is the code that causes the particles and removes the entity from the world. But...it only happens if the Type is ENTITY.
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