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Ugdhar

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Everything posted by Ugdhar

  1. Well, I have yet to mess with entities myself to be completely honest, I've only tinkered with a couple mobs so far. I guess starting at the Wand part, where you have the item right click, what are those 2s for in the SpellBoltEntity constructor? To begin with I'd start looking into that.
  2. So is it throwing an error or crashing or something? You didn't share logs or explain what's going on
  3. Never just say "it's not working" Be descriptive what is not working, and also provide your debug.log, preferably posted on an external site (like a github gist) and then linked to here. There could very well be a clue in the log as to what is going on. *edit: also, having your code in a github repository is super helpful. If you are not familiar with it, google "getting started with github" or something similar, and figure it out, you will thank me I promise
  4. The simple answer is to override getNoiseBiome in your BiomeProvider class, and return the biome to be generated at the x/(y?)/z chunk coordinates provided. If you look at the vanilla OverworldBiomeProvider, it uses a Layer class to determine which biome this is, which is built in the LayerUtil class. Unfortunately, there is very little documentation, and no tutorials for any of this (at least that I've seen googling and such), so you're more or less on your own figuring out how it works. I started a thread for discussion about pretty much this same subject here, if you'd like to check it out: https://forums.minecraftforge.net/topic/86253-1152-layerutil-layers-traits I've been tinkering here and there, trying to figure out how it works, and eventually if I end up with any sharable code, I'll likely post a link to it in that thread. Slow going, there's a lot of math going on in there that I haven't figured out the purpose of yet, and magic numbers littered all over the place.
  5. So what happened? Details! The more details you provide, the better the chance you will receive a useful response. "It doesn't work" doesn't tell anything about the problem whatsoever! You should always, *always* post your debug.log (preferably to an external site, such as a github gist, and link back here), as well as show your code (again, github is the *best* way to share your code, as a buildable repository. It's worth spending an hour googling git/github and how to use it, it will make a world of difference for you) And if you don't feel confident with your Java skills, you should definitely do some java tutorials/practice. I would say at least a low intermediate level of skill with Java is *required* for modding, unless you wish to have a Bad Time waiting forever for answers, and being told that you need to learn Java. If you already do, then great! And if not, I'm not trying to be mean or discouraging, but it would be like trying to read a book, without knowing how to read. There's an order to these things that kinda need to be followed.
  6. You should be able to just use YourEntityRenderer::new for the render factory, I believe it will work just fine as long as you have a constructor for the renderer that takes an EntityRendererManager as a parameter.
  7. It is likely a broken json of some sort, you should post/check the debug.log (to an external site if it is too large and link back here) I believe it will have more information than the crashlog.
  8. You want a global loot modifier, some example code here https://github.com/MinecraftForge/MinecraftForge/blob/1.15.x/src/test/java/net/minecraftforge/debug/gameplay/loot/GlobalLootModifiersTest.java it also involves some json files, there's a little writeup here: https://dragoness-e.dreamwidth.org/136561.html
  9. Track that NPE down I'd say, based on the partial logs you've shown, figure out what's null and why, and fix it if it shouldn't be
  10. When that happens, *always* post your debug.log, just saying it crashes doesn't really tell anyone anything
  11. Please start a new thread for your issue instead of posting in a nearly year old one, you'll get a better response Also, include a description of what you are trying to do (from the gameplay standpoint; not HOW you want to do it), what you have tried (code is good, a github repo link is best), and logs (debug.log posted as a github gist is best) Doing these things will ensure you get the best possible response. An incomplete post is an invitation to just have it skipped over!! ?
  12. So looking through the LayerUtil class, and accompanying Layer classes, I've realized a some things. There are a TON of hardcoded biome references in here, so biomes are not always chosen "at random". If you look through these Layer files (IslandLayer, AddIslandLayer, etc) and you see methods returning magic numbers less than 5, changes are decent that they represent one of the "main" biomes (Ocean, Plains, Desert, Mountain, Forest). Biome "borders" look like they are mostly managed in the EdgeLayer, EdgeBiomeLayer, and HillsLayer. They appear as if they decide what biomes will be able to be added to the edge of existing biomes. The main BiomeLayer appears to be built in IForgeWorldType#getBiomeLayer Most of these apply methods used in here that come from the trait classes (i.e. IBishopTransformer, ICastleTransformer) return a value that represents a biome ID number. Hopefully this information will be helpful to someone, or at least interesting. Feel free to chime in with any additional information related to this!
  13. As of right now, the options are simply 1.14.4 or 1.15.2 if you wish to receive support. The latest is pretty much always the recommended version to use, but you can try either and see which one suits you. That being said, you are free to use any version you wish, as long as you will not require support from the forge forums/discord.
  14. Please Post the eula.txt
  15. I would guess you are starting a vanilla server and not a modded one. Post the full server log, also, how are you starting the server?
  16. Looks like a broken config, try deleting your config folder if you haven't made any changes
  17. Your modid cannot contain capital letters. The modid in your mod annotation and mods.toml do not match. In the future please post code in spoiler/code tags and not attached files. Better yet, a GitHub repository is the best way to go to share your code hands down
  18. 2 tips that will help your progress: 1: Stop using MCreator 2: Set up a github account, and put your project on there in a buildable form, and post the link in your support posts. These are both likely reasons that you do not get as many responses to your questions as you would like, as you have been told multiple times on here to stop using MCreator, and to properly share your code as opposed to attachments to forum posts. I'm not trying to be mean or tell you what to do, just making suggestions to try and help you progress with your mod better.
  19. in your build.gradle, find the mappings line like so: And change the date part to today. They don't often break, so using the current should be fine. Then refresh your project in your IDE, and it should update the mappings used.
  20. It looks like a config problem, if you haven't made config changes, delete the config folder in your minecraft game directory.
  21. I would look at the vanilla SnowballEntity code. If there are lots of srg names in there, update your mappings, and you should be able to get something halfway readable. I see this in the SnowballEntity in mine from 20200604: Which looks promising for what you're describing. Also of course look at the parent class.
  22. Make a custom pair of boots, and override the onArmorTick method (I believe), to apply the enchantment there.
  23. How? Enchanting boots? More details on how this will be used please. That's because you are applying the enchantment on PlayerTickEvent, so every tick the enchantment is applied to the player. Where/when you want to apply the enchantment will likely depend on your answer to the above question.
  24. Do you mean 1.5.2, or do you really mean 1.15.2 ? If you mean 1.5.2, it is no longer supported due to being older than dirt. If you really mean 1.15.2, please post the installer log in spoiler tags, it should provide more information.

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