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blinky000

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Everything posted by blinky000

  1. You can't change vanilla. The best you can do is create a custom block, and inherit your block from the vanilla one
  2. just don't give it a hit (voxel) box, but if you do, its hard to get rid of it in the game. I normally a have 0.0F 0.0F 0.0F 16.0F 1.0F 16.0F so there is something to hit when you want delete it in game
  3. these issues were fix in 1.18 withe the experimental light pipe https://pasteboard.co/6kFMpPxOWRji.png https://pasteboard.co/uebFjPUpsyqF.png ty for any help
  4. I think the problem is the "experimentalForgeLightPipelineEnabled = true" in the forge-client.toml no longer works in 1.20
  5. when placing a glass_pane block, it place it with just a pillar pane, not the full block, do i have to update the block?
  6. i have checked out all the lighting options, no help. Any ideas? https://ibb.co/GMR3xyJ
  7. did you set the RenderType?
  8. having the same issue, i reported as a bug
  9. Not sure where to put this post
  10. .obj models that worked in 1.20.1 worked fine, in the latest version the texture files are not getting the correct textures from the atlas. instead of getting the correct texture , you get multiple small textures. https://pasteboard.co/5XyNp3ANcZtF.jpg
  11. the property of the block must have properties.noOcclusion());
  12. I have to run prepareRunClient every time i start eclipse. also other times also during my session. is this normal or do i have something set up wrong
  13. I defined a block : public static final RegistryObject<Block> BROWN_DIAMOND_PATIO_BLOCK= BLOCKS.register("single_brown_diamond", () -> new Block(BlockBehaviour.Properties.copy(Blocks.STONE).strength(1.5f, 6.0f))); the strength is the same from Blocks.STONE. But in the game the BROWN_DIAMOND_PATIO_BLOCK is MUCH harder to destroy with a pickaxe then a mindcraft STONE block
  14. It was a stupid Eclipse problem ,the debugger was set to a lower version of java. In what world would i want my development version different from the debugger version. ty for looking
  15. LWJGL] [ThreadLocalUtil] Unsupported JNI version detected, this may result in a crash. Please inform LWJGL developers. # # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ffc74cf6798, pid=2940, tid=21304 # # JRE version: OpenJDK Runtime Environment Temurin-20.0.2+9 (20.0.2+9) (build 20.0.2+9) # Java VM: OpenJDK 64-Bit Server VM Temurin-20.0.2+9 (20.0.2+9, mixed mode, tiered, compressed oops, compressed class ptrs, g1 gc, windows-amd64) # Problematic frame: # C [jdwp.dll+0x26798] # # No core dump will be written. Minidumps are not enabled by default on client versions of Windows # # An error report file with more information is saved as: # K:\yabm20\run\hs_err_pid2940.log [2.834s][warning][os] Loading hsdis library failed java version jdk-17 Even after removing all the wavefront stuff, debugger still crashes
  16. What event would i use for blocks and blockItems?
  17. Is there any examples to register block and not using the differed way? I have too many blocks to name them all individually.
  18. after i ran the gradle for client and test server it cleared up. ty for you help
  19. new install of eclipse new mdk download new project imported gradle project ran gradlew eclipse runs and imported into eclipse when i ran runClientSliim i get the Invalid bare key: ${mod_id} error. Was expecting the examplemod to show up both Config.java and ExampleMod.java are present in the examplemod directory
  20. on each block when destroyed get the facing, postition and regName and use that info to destroy the other 2 blocks by position
  21. yes
  22. right clicked on a block
  23. I have an Item, when clicked i would like to pop a prompt to input a integer. I really have no clue where to start
  24. I tried using propagatesSkylightDown to return false. didn't help
  25. the problem was with thet requiresCorrectToolForDrops(). if i wanted to make that work, everything you said about tags should make that part work ty
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