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MFMods

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MFMods last won the day on October 22 2021

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  1. that is not the log you are looking for.
  2. remove the condition part of the recipe. does it then work in game?
  3. if you want recipes to reference other mod's item (other mod being optional and recipe not crashing the game), use forge's mod_loaded condition. look inside the jar file of "create" mod, for example in smelting recipes directory - you'll find smelting recipes that give players lead ingots even though the mod doesn't include lead ingots. if you want the recipe dependent on a switch in your config file, make a condition class.... ...and then in the main class (mod class), in FMLCommonSetupEvent do CraftingHelper.register(new OptionalRecipeCondition.Serializer(new ResourceLocation(YourThing.MODID, "optional"))); this last string ("optional" in example above) is the type that is stated in recipe json.
  4. we can't help you. if BOP's generator only uses BOP biomes and vanilla biomes, there's nothing to do. just don't use it. don't set world type to BOP.
  5. ok, new plan - start over. unpack MDK zip into a new folder and get example mod to start. just import the build.gradle file, that'll make a new project, run genIntellijRuns (you can do it from IDE) and then runClient. do not edit ExampleMod source or anything else until you can start it. only set java version where it's wrong. after you can start it for the first time, you'll make edits to build.gradle, mods.toml and you'll delete a few files (txt, etc.). now it is very important that once you make those changes and confirm that they work, you turn those changes into a command line script (or a shell script). that way, for the next mod, you'll be able to initialize build.gradle and mods.toml in a second and be sure you didn't break anything.
  6. it is okay for other mods to access your capabilities - assuming both developers know what they're doing. i don't feel like looking at source code of either mod, but i can tell you that authors of cold sweat mod had the same issue with half a dozen other mods, including the exile-whatever mod. they changed something two months ago and cut the list of incompatible mods by half. maybe you could ask them about it on their discord?
  7. run genIntellijRuns task (i assume you did). in configuration of the runClient task is a java version dropdown; pick 17. main class box in my ide (2 rows below 17) says "cpw.mods.bootstraplauncher.BootstrapLauncher" without "main". module box (to the right of 17) says main.
  8. the crashlog doesn't say which mod is at fault, sorry. remove 8 mods, retry, then next 8...
  9. because you didn't read the technicalities, you just copied the event handler. make that method static and put the EventBusSubscriber annotation on the containing class. there is a second option and it looks like you tried to follow that one, but just go with the option one (above).
  10. 2 ores, 5 stone types. the easiest way to find out about those things is to go through mods config.
  11. first of all, you know you can look at vanilla recipe json files? find the stone sword recipe and a pumpkin pie recipe, you shouldn't have problems making simple recipes based on those. ...or, there a few recipe generators online. drag and drop a few items and download a json file. (now serious modder wouldn't want to be seen using that, but don't worry about that)
  12. do you have a connection between the player and the villager (one knowing of other withing your mods logic)? if so, try subscribing to player clone event. when the player is cloned (new entity for new dimension, old one is one that entered the portal), have the villager following the old player entity make note of new player entity. and when the new player enters the world (in other dimension), you can try to make a clone of the old villager a few blocks from the portal. just make sure that the dimension change is the reason for cloning.
  13. why don't you make an invisible floating zombie and just give it armor as equipment? that way you render a trivial entity (invisible one), game takes care of armor with support for any armor. you don't need a second entity, just use existing armor stand and have your ghost remember its "home" stand. when the player destroys the armor stand (handle usual event), kill the ghost or assign it to another armor stand, whatever. good thing to note is that you can precisely control which armor parts equipped creature drops and with which chances. when passive, set its location and rotation to that of the armor stand. have it attack and go back. change hitbox (size) to make it an actual ghost.
  14. update from 1.16 to 1.18: instructions above work line-for-line, with no semantic changes. the dialect has changed however. in addition to common changes (level instead of world, etc.), here's a list of things you need to change that are related to making and registering a simple entity: instead of Biome.Category.SWAMP write Biome.BiomeCategory.SWAMP instead of EntityClassification.CREATURE write MobCategory.CREATURE instead of MobSpawnInfo.Spawners write MobSpawnSettings.SpawnerData instead of EntityPredicate use TargetingConditions instead of DataParameter/EntityDataManager/DataSerializers write EntityDataAccessor/SynchedEntityData/EntityDataSerializers instead of IParticleData write ParticleOptions instead of AttributeModifierMap.MutableAttribute write AttributeSupplier.Builder instead of SpawnReason write MobSpawnType instead of ILivingEntityData write SpawnGroupData instead of MovementController write MoveControl instead of WorldEntitySpawner write NaturalSpawner instead of EntitySpawnPlacementRegistry.PlacementType write SpawnPlacements.Type instead of RenderingRegistry.registerEntityRenderingHandler write EntityRenderers.register
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