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MFMods

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Everything posted by MFMods

  1. yes, you can use bfs. what are you trying to do?
  2. did you examine NearestAttackableTargetGoal? it seems to me that it uses follow range, but i'm not going to do deep investigation instead of you.
  3. If you need to loop through positions in world, use a single BlockPos.MutableBlockPos, not a bunch of BlockPos objects. there should be player.blockPosition method.
  4. if you want a vanilla book and quill, just with prepared text, that just NBT attached to an itemstack. itemstack has getOrCreateTag method. use it to get the tag, then add data into it. if you want pictures, etc. it's best that you use existing mods as a dependency/library. for example guidebook mod (looks best, a little iffy when you change gui size) or patchouli (i don't like the visuals - too "computery" - but it's quite robust).
  5. i'm not 100% sure, but try setting FOLLOW_RANGE attribute to a different value when you set attributes.
  6. maybe he's angry at people and wants them to read his advertisement (or bad poetry) before allowing them into the game? or he simply forgot most important thing about making a mod - that mods are additions that other people would hopefully enjoy.
  7. i don't know what's it called in mapping you use. sorry. go to boat entity class and look inside the method that matches passenger rotation to boat rotation (about two thirds into the file).
  8. when you activate the item, print out yBodyRot value into console.
  9. before anything else, EatCropGoal should have higher priority than MoveToCropGoal. if both could theoretically execute, main goal should execute.
  10. some vanilla blocks have a 2d item image. look at brewing stand.
  11. are you making/updating a mod? because this is a modder support forum.
  12. in a recent thread, @diesieben07 said: can you please provide a short explanation? first of all: why? second: all entities or under some conditions? related: why do my custom entities seem okay without it? i'm asking because we do not have proper instructions for custom entities, so this might me a moment to clarify this bit.
  13. if you make your own ItemEntity, you can control how it behaves when it takes fire damage - cancel the damage and do your recipe thing... so, how do we make an instance of ItemEntity for an item being dropped or otherwise created in world? depends. if it's your item, just override createEntity and you're done. parameter defaultEntity is an entity that would normally be created - get position from it, maybe movement too (DeltaMovement). if it's not your item you need to use an event to make your own ItemEntity. it's not too difficult. but it will conflict with other mods doing the same thing. for example mods that make items lie flat on the ground, etc... those stupid mods will rudely break your mod's functionality, but for start just document that as incompatibility and move on.
  14. if you're lucky, you just forgot a row saying "shade": false, in one of the model jsons. check that first.
  15. contact the mod author, then.
  16. sorry, setting up modded minecraft is not just "double click a weird file you downloaded and everything works on its own". what file did you download? what is the output when you run it through command prompt? (look up how to run a jar through command prompt) do you have mojang account or a microsoft account (having purchased the minecraft java edition)?
  17. not sure what you're making but that sounds similar to a bow. did you investigate how minecraft's bow item changes appearance?
  18. try the magnesium mod. i know it's in alpha, and i know some people here heavily frown upon performance mods but on 1.16 (i haven't played 1.18), performance mods tripled my fps with zero issues. your mileage may vary. give it a try. other than downgrading to 1.16, i'd have no other ideas.
  19. there is a "dependencies" section in build gradle. did you update that? if not, download MDK for the new version, compare two build.gradle files and update old one.
  20. there is 1.16 to 1.18 translation below the main part.
  21. react to neighbour change in your block class. check the block below. if it's the same block, set the opened/closed state to the state of the block below. on use (right click) do not change state right away - iterate down and change state of the bottommost block.
  22. category is what we want 90% of the time. if event.Category==SWAMP then event.spawner.add(new thingy) result is - mob spawns in all swamps, even those added by other people. if you want the opposite, to spawn a bird in single exact type of a forest, BiomeLoadingEvent has a name field.
  23. uninstall 32bit java (unless you need it and you know why you need it) and install 64bit java (java 1.8 for mc 1.16). https://github.com/adoptium/temurin8-binaries/releases/download/jdk8u302-b08/OpenJDK8U-jre_x64_windows_hotspot_8u302b08.msi
  24. try giving the game more memory (since you decided you need hundreds of mods from the start). in multimc, click settings button, then java page. also try without fairy lights and see if that fixes the problem.
  25. great, but you should have used this to clean up the mess you made while trying to figure things out. one example - BiomeLoadingEvent - don't iterate through all biomes; you have an exact biome in the event object.
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