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TheRPGAdventurer

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Everything posted by TheRPGAdventurer

  1. So guys I thought my code wasn't working til I found the issue. You see, when I spawn my structure in the nether, It spawns above the bedrock on the uppermost layer of the nether not on the world below it. I have screenshots. public void generateNestAtNether(World world, Random random, int chunkX, int chunkZ) { int x = chunkX * 16 + random.nextInt(16); int z = chunkZ * 16 + random.nextInt(16); int xy = x >> 4; int zy = z >> 4; int height = world.getChunkFromChunkCoords(xy, zy).getHeight(new BlockPos(x & 15, 0, z & 15)); int y = height - 1; BlockPos pos = new BlockPos(chunkX, y, chunkZ); if(world.getBiomeForCoordsBody(new BlockPos (x,y,z)).getBiomeClass().equals(BiomeHell.class)) { if((random.nextInt(120) + 1) <= 1) { boolean place = true; for(int Y = 0; Y < 3; Y++) { for(int Z = 0; Z < 7; Z++) { for(int X = 0; X < 7; X++) { if(world.getBlockState(new BlockPos(X + x, Y + y + 1, Z + z)).getBlock() != Blocks.AIR) { place = false; } } } } if(place) { dragonNestNether.generate(world, random, new BlockPos(x,y,z)); } Utils.getLogger().info("Nest here at: " + dragonNestNether.generate(world, random, new BlockPos(x,y,z))); } } } }
  2. I've done it! Made my mod but how do I make it like official and downloadable to curse?
  3. Ok fixed it, just make it use the second parameter in it's third float paramter.
  4. Ok so I want to add an add on to my mod where baby wolf heads are smaller compared to vanilla ones that they make almost any baby mob head large to make it look cute. I know how to make baby mob heads smaller, I know you need to make a custom model for it and that's what I'm gonna do but my question is how to make a vanilla mob use that custom model.
  5. Not really, I have a separate class that handles the entity's movement and "super" the "travel" method just make it hover when it is flying. Before knowing about the travel method, I deprecated moveEntityWithHeading and what I get is everytime I jump pressing space, it just drags the dragon down after I press upwards as if I was just making the dragon jump.
  6. Ok now how do I disable the 3rd float parameter? I do not like it. At first in 1.10.2 it just has forward and strafe thus making my dragon fly where the player is looking at when riding.Now it gives me this vertical sliding effect when I fly like third parameter is ruining it. I maybe thinking of using the old one but how?
  7. oh ok maybe I still have issues with my virus cause notifications aren't showing up, or maybe with the antivirus instead? Also, how did you make links like "here" "other thread" but still redirecting you to other sites without getting the name.
  8. Also do you know where EntityLivingBase#moveEntityWithHeading is located in 1.12? does it's name change, does it's location changed, or was completely removed?
  9. Hi guys, I updated my mod from 1.10.2 to 1.12 yet I don't know where moveEntityWithHeading is, did change it's name, location or was completely removed? It was pretty important for making my rideable flying mob.
  10. Sorry for necroing this post because my PC was infected by a virus and making it impossible to use internet but, I got questions. First of all, where did you find the vanilla recipes? and second can I use another recipe for my sword, like this json can handle 3 sword recipes? Lastly, what happens if I named my recipe's json same to the reistryName of the item, will it have a conflict?
  11. What if I do it like this? "pattern": [ "J", "J", "S" ], Does it mean that I can place it in each row of the crafting table?
  12. Nothing wrong in like keys crafting_shaped something?
  13. What do you think is wrong in here? { "type": "minecraft:crafting_shaped", "pattern": [ " J ", " J ", " S " ], "key": { "S":{ "item": "minecraft:stick" }, "J":{ "item": "rotd:jade_dragonscales" } }, "result": { "item": "rotd:jade_dragon_sword" } }
  14. So like put some dank registries there (pun intended) and they get automatically shown in the game? How convenient is that :D.
  15. Ok so I heard that in 1.12 you are now going to use json files for recipes, I got pretty confused understanding them, All that I understood is make a folder in assets,MODID,recipes and put json files there. Well my greatest question is where are you going to set the resourcelocation for your recipes in java, is it in main class, proxies, or make a new class that extends a recipe class and all.
  16. I encountered this kind of problem when it just shows MDKExample maybe this is the same problem.
  17. Maybe your issue is in project.loc. We are unsure to tell you answers because you didn't provide src codes,screenshots, that might aid us to know your problem. ANyway, did you delete your src folder when running the commands?
  18. Thanks Guys fixed it. I'm gonna update my 1.12 Github. Now I'm gonna reseach to fix my recipes dang
  19. Ok tanks, the ResourceLocation dragon on RealmOftheDragons#onPostInit is some sort of a leftover when trying to fix the Error in registerEntities at Common Proxy because of the resourcelocation parameter.
  20. [09:50:13] [main/WARN]: Skipping Entity with id -1 what do you think causes this error?
  21. Dude I already did that, I'm gonna check on other mods to see what they do.
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