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  • jhonny97

jhonny97

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    September 11, 2012
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    Friday at 06:13 PM

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About jhonny97

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    Tree Puncher

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  1. jhonny97

    [1.15.2] Custom Sign Edit Screen Missing Texture

    jhonny97 replied to killerjdog51's topic in Modder Support

    I don't know where to place that code, the only place that possibly can go is the DistExecutor, but not work. I updated the repo to reflect this change.
    • October 21, 2020
    • 18 replies
  2. jhonny97

    [1.15.2] Custom Sign Edit Screen Missing Texture

    jhonny97 replied to killerjdog51's topic in Modder Support

    I updated it
    • October 20, 2020
    • 18 replies
  3. jhonny97

    [1.15.2] Custom Sign Edit Screen Missing Texture

    jhonny97 replied to killerjdog51's topic in Modder Support

    I tried also extending the SignTileEntity instead of extending TileEntity but not work.
    • October 20, 2020
    • 18 replies
  4. jhonny97

    [1.15.2] Custom Sign Edit Screen Missing Texture

    jhonny97 replied to killerjdog51's topic in Modder Support

    I was doing some testing and i accidentally pushed the changes. I replaced TileEntityType.SIGN with my custom type, but the result is the same
    • October 20, 2020
    • 18 replies
  5. jhonny97

    [1.15.2] Custom Sign Edit Screen Missing Texture

    jhonny97 replied to killerjdog51's topic in Modder Support

    This is the Git repo https://github.com/michele-grifa/MoreStuffMod.git The branch is the 1.16.1
    • October 20, 2020
    • 18 replies
  6. jhonny97

    [1.15.2] Custom Sign Edit Screen Missing Texture

    jhonny97 replied to killerjdog51's topic in Modder Support

    My tile entity extend the SignTileEntity class CustomSignTileEntity : SignTileEntity() { override fun getType(): TileEntityType<*> { return TileEntityInit.signTileEntity } } val signTileEntity: TileEntityType<CustomSignTileEntity> by tileEntities.register("my_sign") { TileEntityType.Builder.create({ CustomSignTileEntity() }, BlockInit.mySign, BlockInit.myWallSign).build(null) } If i extend SignTileEntity, the TE sync shouldn't happen by itself?
    • October 20, 2020
    • 18 replies
  7. jhonny97

    [1.15.2] Custom Sign Edit Screen Missing Texture

    jhonny97 replied to killerjdog51's topic in Modder Support

    I used the DistExecutor and the code is now the following val flag = super.onBlockPlaced(pos, worldIn, player, stack, state) if (worldIn.isRemote && !flag && player != null) { DistExecutor.safeRunWhenOn(Dist.CLIENT) { DistExecutor.SafeRunnable { Minecraft.getInstance().displayGuiScreen(CustomEditSignScreen(worldIn.getTileEntity(pos) as CustomSignTileEntity)) } } } return flag Now my custom sign screen is opened and i can edit it, but when i exit and re-enter the world, the sign is blank. If i use !worldIn.isRemote instead of worldIn.isRemote the game crash even if i use the DistExecutor
    • October 20, 2020
    • 18 replies
  8. jhonny97

    [1.15.2] Custom Sign Edit Screen Missing Texture

    jhonny97 replied to killerjdog51's topic in Modder Support

    I tried checking for logical client, but by calling it directly, Minecraft stuck after i place the sign. I will try with DistExecutor.
    • October 20, 2020
    • 18 replies
  9. jhonny97

    [1.15.2] Custom Sign Edit Screen Missing Texture

    jhonny97 replied to killerjdog51's topic in Modder Support

    I had the same problem a while ago, i created the custom sign screen but i don't know how to open the custom screen instead of the vanilla one. In the ClientPlayerEntity class, the EditSignScreen is hardcoded this.mc.displayGuiScreen(new EditSignScreen(signTile)); So in a custom SignItem, i cannot use: player.openSignEditor(worldIn.getTileEntity(pos) as CustomSignTileEntity) I also tried using this code, but the game crash after placing the sign. class CustomSignItem(propertiesIn: Properties?, floorBlockIn: Block?, wallBlockIn: Block?) : WallOrFloorItem(floorBlockIn, wallBlockIn, propertiesIn) { override fun onBlockPlaced( pos: BlockPos, worldIn: World, player: PlayerEntity?, stack: ItemStack, state: BlockState ): Boolean { val flag = super.onBlockPlaced(pos, worldIn, player, stack, state) if (!worldIn.isRemote && !flag && player != null) { Minecraft.getInstance().displayGuiScreen(CustomEditSignScreen(worldIn.getTileEntity(pos) as CustomSignTileEntity)) } return flag } } How i can override them?
    • October 19, 2020
    • 18 replies
  10. jhonny97

    Custom Biome in 1.16.3

    jhonny97 replied to jhonny97's topic in Modder Support

    Your hint about the chaining placement was helpful, using this two placement i'm able to achieve the previous behavior .withPlacement(Features.Placements.HEIGHTMAP_PLACEMENT) .withPlacement(Placement.field_242902_f.configure(AtSurfaceWithExtraConfig(5, 0.1f, 1))
    • October 18, 2020
    • 6 replies
  11. jhonny97

    Custom Biome in 1.16.3

    jhonny97 replied to jhonny97's topic in Modder Support

    Thanks for the explanation. After a bit of testing, i managed to register and spawn the biome without using json, but now the problem is another. In this biome i spawn a custom tree that worked until now. Instead of randomly place tree, like vanilla ones, they are placed in a grid (i attached a screenshot). Nothing has changed in my code since 1.16.1. This is the code that i use to add the tree to my biome withFeature( GenerationStage.Decoration.VEGETAL_DECORATION, Feature.TREE.withConfiguration(MyTree.treeConfig) .withPlacement(Placement.field_242902_f.configure(AtSurfaceWithExtraConfig(9, 0.1f, 1))) ) And this is the tree code: val treeConfig: BaseTreeFeatureConfig = BaseTreeFeatureConfig.Builder( SimpleBlockStateProvider(MyBlocks.log.defaultState), SimpleBlockStateProvider(MyBlocks.leaves.defaultState), BlobFoliagePlacer(FeatureSpread.func_242252_a(2), FeatureSpread.func_242252_a(0), 3), StraightTrunkPlacer(4, 2, 0), TwoLayerFeature(1, 0, 1)) .setIgnoreVines() .build() This happen with Forge 34.1.17, if i update to the latest Forge version they don't spawn at all.
    • October 18, 2020
    • 6 replies
  12. jhonny97

    Custom Biome in 1.16.3

    jhonny97 replied to jhonny97's topic in Modder Support

    In 1.16.1 i used to add the biome using this code: BiomeManager.addBiome(BiomeManager.BiomeType.WARM, BiomeManager.BiomeEntry(biome, 10)) but now BiomeEntry require RegistryKey instead of biome itself and in 1.16.3 don't spawn anymore.
    • October 18, 2020
    • 6 replies
  13. jhonny97

    Custom Biome in 1.16.3

    jhonny97 posted a topic in Modder Support

    Hi, i created added a custom biome in minecraft 1.16.1 and works perfectly, but now updating to 1.16.3, all of the biome code is not working, like BiomeDictionary that is not present anymore. I know of the change made by Mojang in 1.16.3 for the data driven biomes, but how i can convert this biome to the new version?
    • October 11, 2020
    • 6 replies
  14. jhonny97

    Problem creating custom sign type

    jhonny97 replied to jhonny97's topic in Modder Support

    You have to add sprite in TextureStitchEvent.Pre Event
    • October 11, 2020
    • 8 replies
  15. jhonny97

    Fill Limit of IFluidHandler

    jhonny97 replied to jhonny97's topic in Modder Support

    Thanks, it worked perfectly
    • August 24, 2020
    • 4 replies
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