
The_SlayerMC
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Hi, I have a mana that's not syncing to client, it has registries and packets, I'm stumped that the mana value is not calling on the client The essence files The rendering The overlay registry Capability registrys network registry I am able to call the value fine with an item right clicking but not with the client rendering Can someone please tell me what im doing wrong
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1.18 Dynamically setting block hardness depending on state
The_SlayerMC replied to The_SlayerMC's topic in Modder Support
Looks like that was the way to go, cheers 👍 -
Hi I have a custom chest that is lockable and unlockable, I have found how to change the explosion resistance depending if its locked or not: @Override public float getExplosionResistance(BlockState state, BlockGetter world, BlockPos pos, Explosion explosion) { return state.getValue(IS_LOCKED) ? 1000000F : super.getExplosionResistance(state, world, pos, explosion); } But can't find a method like there used to be to adjust the block hardness (i believe it was called getBlockHardnessLevel or something) which has obviously been removed in 1.18 Is there anything that has replaced it?
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[Solved][1.16] Floating/frozen projectiles???
The_SlayerMC replied to deathbyaeth3r's topic in Modder Support
I believe your tick method should be calling a super -
Hi, with the JSON files for the dimensions, I've become aware that the seeds dont change as they're already preset, looking through vanilla code the seeds are set to 0 (which i assume is to make the dim seeds the same as the world seed) but it's still not randomising the seeds with the world seed, it continues to be the same terrain gen between worlds { "type": "jitl:boil", "generator": { "seed": 0, "type": "minecraft:noise", "settings": "jitl:boil_generation", "biome_source": { "type": "minecraft:multi_noise", "biomes": [ { "biome": "jitl:boil/boil", "parameters": { "temperature": [ -0.45, -0.15 ], "humidity": [ -1, -0.35 ], "continentalness": [ 0.3, 1 ], "erosion": [ -0.7799, -0.375 ], "weirdness": [ -1, -0.9333 ], "depth": 0.4, "offset": 0 } }, { "biome": "jitl:boil/boiling_sands", "parameters": { "temperature": [ -0.45, -0.15 ], "humidity": [ -1, -0.35 ], "continentalness": [ -0.11, 0.03 ], "erosion": [ -0.375, -0.2225 ], "weirdness": [ -1, -0.9333 ], "depth": 0.5, "offset": 0 } }, { "biome": "jitl:boil/charred_fields", "parameters": { "temperature": [ 0.55, 1 ], "humidity": [ -1.3, 1 ], "continentalness": [ 0.03, 1 ], "erosion": [ 0.45, 0.55 ], "weirdness": [ 0.9333, 1 ], "depth": 0.7, "offset": 0 } }, { "biome": "jitl:boil/scorched_wastelands", "parameters": { "temperature": [ 0, 1 ], "humidity": [ 0, 1 ], "continentalness": [ -0.19, -0.11 ], "erosion": [ 0.55, 1 ], "weirdness": [ 0.9333, 1 ], "depth": 0.8, "offset": 0 } } ] } } }
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Hi, using FogDensity event in 1.18 seems to have issues, keep in mind the exact code worked fine in 1.16 public static void onFogDensityEvent(EntityViewRenderEvent.FogDensity event) { Player player = ClientProxy.player(); if (player != null) { if (player.level.dimension() == Dimensions.FROZEN_LANDS) { event.setDensity(0.05F); event.setCanceled(true); } } } If the event is cancelled then it looks like this: https://prnt.sc/26dv3bo I don't know if I'm missing something real simple or if its currently broken, the density doesn't change when you change the value
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Hi I'm trying to stay with events for my auto smelt tools, everything is done and works but it drops the normal block drop as well as the recipe output Previously I could cancel the drop and add my own but it looks like that event has gone away and now I'm using this: @SubscribeEvent public void smeltDrop(final BlockEvent.BreakEvent event) { Random r = new Random(); Player player = event.getPlayer(); Optional<SmeltingRecipe> output = player.level.getRecipeManager().getRecipeFor(RecipeType.SMELTING, new SimpleContainer((new ItemStack(event.getState().getBlock()))), player.level); if(event.getPlayer() != null && player.getMainHandItem() != null && !player.isCreative() && output != null) { ItemStack stackdrop = output.get().getResultItem(); if(stackdrop != null) { if(player.getMainHandItem().getItem() == ModItems.FLAME_PICK.get() || player.getMainHandItem().getItem() == ModItems.FLAME_AXE.get() || player.getMainHandItem().getItem() == ModItems.FLAME_SHOVEL.get()) { player.level.addFreshEntity(new ItemEntity(player.level, event.getPos().getX() + 0.5F, event.getPos().getY() + 0.1F, event.getPos().getZ() + 0.5F, stackdrop)); } } ItemStack stack = new ItemStack(ModItems.DRY_CRYSTAL.get()); if(stack != null && player.getMainHandItem().getItem() instanceof PickaxeItem && event.getState().getBlock() == Blocks.STONE){ if(r.nextInt(100) == 0) { player.level.addFreshEntity(new ItemEntity(player.level, event.getPos().getX() + 0.5F, event.getPos().getY() + 0.1F, event.getPos().getZ() + 0.5F, stack)); } } } }
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Hi, ive almost been successful with this Here But im not sure at all why this doesnt want to spawn properly, and sometimes where the unrendered blocks are it still says the other biome even though the world generator has placed the blocks according to the biome top block Chunk Provider Biome Provider World Provider Ive gone through the vanilla code and i cant seem to find a fix
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Not sure why this is happening now when i try to render my slots Also code is updated on git, and when i remove my slots the player inventory still does the same thing
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Hi ive been trying for the life of me to get this to work properly but something is really wrong, This block is like a crafting table that detects whats in the slots and replaces them if all conditions are met, however the slots are so glitchy and i dont know why Container Block Tile Entity
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Okay im a little lost, i have no clue how this 1.14.4 works, little more info?
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okay so where do i get the instances from now?
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Okay so how should i go about this? I havent used 1.14.4 yet
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Hi i'm trying to register a throwable entity, looking at normal mc code:
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Im using (as i always have) Item.getItemFromBlock(BLOCK) for the tab https://github.com/TheSlayerMC/Journey-1.12/blob/master/main/java/net/journey/JourneyTabs.java