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salvestrom

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  1. I now have this setup as below. This allowed 2 to 3 dozen chunks to spawn. I was able to get rest to work smoothly by removing my custom mobs from the spawn list in the biome class. I don't think their placement code is in place properly. I assumed this was the problem along. This is the registration class for the surface builder. @EventBusSubscriber(modid = References.MODID, bus = EventBusSubscriber.Bus.MOD) @ObjectHolder(References.MODID) public class RegisterSurfaceBuilders { @ObjectHolder(References.MODID + ":jungle_mountain_builder") public static SurfaceBuilder<S
  2. The moment the game tries to load the biome that the surface builder is associated there is a crash. The issue only occurs when using my custom surface builder. Using the vanilla mountain surface builder, there is no issue. Registration seems to be checking out – the builder isn't returning null. Below is a crash log of the error.It seems to come down to setSeed, but there is no indication I need to specifically supply the seed in the surface builder. Most of the vanilla ones don't – the mountain surface builder amongst them. This is the registration class for the surface builder. @
  3. This is because Minecraft cannot find the texture. Check the console while loading for any indication of why. Make sure that the name of the texture and the name you are providing in the render file exactly match.
  4. What is the error if you use unicorn entity instead of AbstractHorseEntity? Please post the code for registering your renderer.
  5. Also, your model renderer should extend abstract horse renderer, not mob renderer.
  6. Remove this and put this in the constructor super "new UnicornModel<>(0)". The model file has to extend HorseModel Or you will not get the animations. In the renderer Create: And return "unicorn" in getEntityTexture. ");
  7. Please show your render class. And please use the <> function in the reply box to copy and paste your class. Don't just use screenshots.
  8. I did not say at any point that your model should extend model entity. This requires three classes. Your entity class should extend HorseEntity giving you access to all of the GUI, saddling and taming. Your render class should be adjusted to not be using the superfluous classy created, as I previously mentioned. Your model class needs to extend HorseModel – this is how you will inherit the animations and bulk of the model. Note that AbstractHorseEntity does not have all of the code for horses, only the shared code between the various horse entities.
  9. ModelUnicorn should extend ModelHorse. Everything else you want will come from your UnicornEntity class extending EntityHorse.
  10. The UnicornEntityModel class is unnecessary. Replace UnicornEntityModel in the first line of the render class with ModelUnicorn<UnicornEntity>. Switch LivingRenderer for MobRenderer. In your model class replace AbstractHorseEntity with LivingEntity.
  11. Here's one: placing the box and texture blind directly into code and only being able to see what it looks like by loading up the game each time is a pain in the ass.
  12. I have been unable to resolve this. Does anyone have any input?
  13. The moment the game tries to load the biome that the surface builder is associated there is a crash. The issue only occurs when using my custom surface builder. Using the vanilla mountain surface builder, there is no issue. Registration seems to be checking out – the builder isn't returning null. Below is a crash log of the error.It seems to come down to setSeed, but there is no indication I need to specifically supply the seed in the surface builder. Most of the vanilla ones don't – the mountain surface builder amongst them – unless they are making specific changes. This is the registr
  14. First: In 1.12 there was a hook in GenLayer for the WorldTypeEvent.initBiomeGen. In 1.14 the event still exists, but the hook is absent. I would request an alternative/additional hook, however, in the IForgeWorldType/WorldType class.So that mods can do exactly what the AddBambooForestLayer is doing – replacing an entire biome within a larger biome region in one go. default <T extends IArea, C extends IExtendedNoiseRandom<T>> IAreaFactory<T> getBiomeLayer(IAreaFactory<T> parentLayer, OverworldGenSettings chunkSettings, LongFunction<C>
  15. Ever since I started this mod in 1.7 I have had an optional world type that enabled me to have my jungle biomes spawn within the boundaries of existing jungles. Although it doesn't really affect the mod to not use the world type many people have expressed the desire to have access to the biomes in conjunction with using mods such as biomes o plenty. Recently, I was directed to the mod Buildcraft (1.12) who have their code on github. The link below takes you to the folder where most of the magic occurs. I reproduced this code with only name changes for making sense of it amongst my own mod.
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