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SapphireSky's Achievements

Stone Miner

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  1. This ^ If you need to see it as a system folder, here you go:
  2. Well that's part of my question. The screenshot shows you what folder it's in. It's the equivalent of where it is in the vanilla files. So is that NOT the right folder? I tried swapping the spaces with an 'x' or '0' and it still didn't change anything. Trying to use the ITEM air instead of the TAG air for the key also made no difference.
  3. I'm trying to remove the vanilla shield and replace it with my own series of shields that each protect against a certain amount of damage like in Dark Souls, instead of just the dumb default shield that 100% blocks everything. I've seen a few other threads saying just to override the recipe with a new one that has the same name, but that's not working for me. This is what I'm trying - am I doing it wrong?
  4. Okay I didn't realise it registers after. So, what, my only option is to apply/remove the attribute if it's being held during a tick/update event?
  5. I'm trying to add weight and length modifiers to weapons, affecting the wielder's movement speed and reach distance respectively. I had this working on a 1.12.2 project I no longer have, but for some reason in 1.16.5 I keep getting this error, which doesn't crash, but gives me a "you can't continue until you fix this"-type error before the main menu: Registry Object not present: forge:reach_distance Full log (starting with error): I checked the Forge classes and obviously REACH_DISTANCE is in fact registered, and it doesn't seem to be registered in any different way from other attributes that I CAN modify. But it doesn't seem that vanilla code ever actually modifies it so I'm not sure if that has something to do with it? This is how I'm trying to do it: I know there's nothing wrong the rest of my items because others load up fine, until this first item that actually sets the modifiers to something other than 1f, triggering the REACH_DISTANCE attempt. Am I doing something wrong?
  6. Well that is how it's working for me, and it is working. And yes I know they're supposed to be. But they don't need to be, so if I can avoid the hassle of having yet another reference file to constantly edit, I'm gonna do it. The only argument to use the language file is for other people to be able to edit the names to translate them, and very few people actually ever do that, so I just don't care. It works just as well, and if anything is slightly more efficient not using one. Just because the creators of something want us to do something their way, doesn't mean it's at all required or even bad to do otherwise.
  7. My Eclipse is using that as default, but my project is using 1.8. I'm guessing the printout does a generic Java version check instead of checking the version that's actually being used? But that wasn't the problem anyway. This was it! When overriding the method to define Item names I forgot to change the automatically-placed TranslationTextComponent to StringTextComponent. I'm not sure why that didn't come up in the initial reference search, but it's working now.
  8. When trying to test my mod it crashes with a NullPointerException. But it doesn't point to any of my code, just an attempt to compare a TranslationTextComponent....somewhere. I've tried checking the method references but there's literally hundreds of places it can point to, and so far nothing I've checked leads anywhere near my code. Does anyone have any idea what would cause this? Crash log:
  9. To answer my own question, this was it... I had to specifically re-import as a Gradle project instead of running ./gradlew eclipse and importing as a Java project. But it seems to work now, so thank you. I probably wouldn't have guessed to re-import it.
  10. No, but I imported the project to set up the mod basics before attempting to add Baubles integration. Is refreshing dependencies and refreshing Eclipse's workspace not enough? Do I have to delete and re-import the project?
  11. I did everything I listed above, and I know it doesn't install any mods, but shouldn't adding the repositories/dependencies bit give me access to the API from my project? 'Cause unless I'm missing something else less obvious, I'm not getting any access to it from anywhere.
  12. I cannot for the life of me figure out how to do this. I'm trying to make a mod that uses Baubles (specifically Baubles Reborn since Baubles hasn't been updated since 1.12). Its official "how to" tells you to put these: repositories { maven { url 'https://jitpack.io' } } dependencies { compile 'com.github.lazyMods:Baubles:1.8.7-1.16.5:api' } in the build.gradle file... but ends there with no other instructions. I've tried looking at other (old) posts about and implementations of Baubles, and the only other things I can find to is adding this: [[dependencies.zero]] modId="baubles" mandatory=true versionRange="[1.8.7,)" ordering="NONE" side="BOTH" into my mods.toml file, as well as using the --refresh-dependencies gradle command. Nothing has given me any errors, but nothing is referencing anything to do with Baubles, either. What am I supposed to ACTUALLY do to get this to work?
  13. I'm trying to make a custom model for a piece of armour, but am having trouble. The code that Blockbench exports either uses old mappings, the unofficial (or unofficial?) mappings (my project is using whatever is default), or both. I can't tell. . I tried updating the exported code to what I assume is the proper equivalent in my case, but ModelRenderer::setRotationPoint(x,y,z) doesn't seem to have any alternative. The closest thing I can see that affects rotations at all is ModelRenderer::translateAndRotate(matrixstack), but I can't figure out how to use that, much less if that's even the right option to use. . This is the exported code vs my attempt at fixing it, in case I did something else wrong as well, I'm going off older tutorials and Google here..: Exported model class with wrong mappings: My attempt at fixing them, my problematic methods commented: I don't suppose there's any way to make this so much less work and just use standard JSON item models as armour instead...?
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