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Posts posted by Ytt

  1. When I do ANYTHING with gradle in Windows 10, it gives me the same error. Keep in mind I changed NOTHING before upgrading and it was working on windows 8.




    As you can see, I have all the correct files, and have tried reinstalling jdk and jre, along with creating new forgemodding folders and testing...help???

    HOWEVER, I can still run the mod through eclipse and it works.


    EDIT: I just build the project on my spare mac, and it worked, so the error isn't with the code, I believe.

  2. Alright! Thanks a ton for the help! :D In the meantime if anybody knows if it's possible to accomplish this with vanilla grass, I would appreciate the help! Thanks again Ytt!

    Np, I'm sure there's an easier way to accomplish this though


    Override the


    method that Failender mentioned.

    ;-; never looked at that in the BiomeGenBase class. Would it change the color of the entire block or just the top layer (green)?

  3. I re read what you were doing, and I was completely wrong ;-; disregard all of the above. How are you getting and saving the selection of blocks? Post your code please :P


    I made a mistake and assumed you were doing something less complicated, my bad. Just post the class. Honestly, the way I'm thinking of is really simple (if what you're trying to do is what I think)

  4. First, you need to check whether the player is in creative mode with an of statement. Next, you need to get the item id of the item you broke (I think there's a method called onBlockBreak for that). Finally, return the block id in the onBlockBreak method. I'm just trying to make simple solutions, so if this doesn't work, tell me and I'll spend some time thinking of a more concrete way to solve this

  5. My first post helping others :D so proud rn.


    Anyways. when you extend the BiomeGenBase, you get something called this.topBlock

    What this.topBlock does is sets the block on the (lol) first layer of the biome, aka the top, to a block you specify. If you want to make this a different colored grass, you should make another class and create a block called DarkGrass (or something) and make it extend BlockGrass, or if that's not a thing, then give it the properties of a grass block, which shouldn't be that hard.



    You would use this.topBlock like this: this.topBlock = BlockManager.yourCustomBlock.getDefaultState();


    Sorry if this is confusing, I'm writing this while playing euchre and without access to my computer right now lol

  6. So here's what I want to do: render a texture on the screen every time you hit a zombie. BUT, I can't figure out how to do this!


    My current code is (and everything that's not declared in the method is a private field):


    @SubscribeEvent(priority = EventPriority.NORMAL)

    public void onEvent(LivingHurtEvent event)


    if (event.entity instanceof EntityChicken)


    scaledresolution = new ScaledResolution(mc, mc.displayWidth, mc.displayHeight);

    int scalefactor = scaledresolution.getScaleFactor();

    int x = 1920 / scalefactor;

    int y = 1080 / scalefactor;


    this.mc.renderEngine.bindTexture(new ResourceLocation("pvp:textures/mod/modid.png"));

    this.drawTexturedModalRect((int) (scaledresolution.getScaledWidth_double()/ 2) + (x / 2) - 80, (int) (scaledresolution.getScaledHeight_double()/ 2) + (y / 2) - 22, 0, 0, 128, 32);




    but it just crashes and says that there's no gl context! help pls :P

  7. Hey guys! This is my first post on the forums because my instructor has been able to help me with everything up until now. So, I've been developing a mod that's primarily Gem & ore generation based, but I want a dimension that is a modified end with a modified version of the ender dragon. I'm stuck though :/ I'm using the End's World Provider and Chunk Provider classes but I can't figure out where the actual dimension is called to generate, and where the ender dragon is generated as well.


    My current code is here: [ github.com/Runner55/Gems/tree/master/com/camp/world ] if you need it.


    Can you guys help me with the basics of modifying the end/bosses or at least tell me where I can find the method that calls them to generate?


    --EDIT-- I found that it was a decorator that generated the features of the end, and that the end's biome is really sky :/ thanks Mojang for making it so complicated. Disregard this entire post :P. It's all fixed

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