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how do i assign a custom model to armour?


Just_EmSee
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    • Been there done that 😂 The words Forge & Fabric just look too similar if you're dyslexic, I guess 😅
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    • So I'm trying to make an ore generate in the end, and the veins are generating in huge sizes which are not desired. The first screenshot refers to a test where I set the max vein size to 3, and the second screenshot when I set it to 1. Screenshots   public class ModOreGeneration { public static void generateOres(final BiomeLoadingEvent event){ for(OreType ore: OreType.values()){ OreFeatureConfig oreFeatureConfig = new OreFeatureConfig( new BlockMatchRuleTest(Blocks.END_STONE), ore.getBlock().get().defaultBlockState(), ore.getMaxHeight() ); ConfiguredPlacement<TopSolidRangeConfig> configuredPlacement = Placement.RANGE.configured( new TopSolidRangeConfig(ore.getMinHeight(),ore.getMinHeight(), ore.getMaxHeight()) ); ConfiguredFeature<?,?> oreFeature = registerOreFeature(ore, oreFeatureConfig,configuredPlacement); event.getGeneration().addFeature(GenerationStage.Decoration.UNDERGROUND_ORES, oreFeature); } } private static ConfiguredFeature<?,?> registerOreFeature(OreType ore, OreFeatureConfig oreFeatureConfig, ConfiguredPlacement configuredPlacement){ return Registry.register(WorldGenRegistries.CONFIGURED_FEATURE, ore.getBlock().get().getRegistryName(), Feature.ORE.configured(oreFeatureConfig).decorated(configuredPlacement).squared().count(ore.getMaxVeinSize())); } } public enum OreType { RUMBANITE(Lazy.of(ModBlocks.RUMBANITE_ORE),1,15,40); private final Lazy<Block> block; private final int maxVeinSize; private final int minHeight; private final int maxHeight; OreType(Lazy<Block> block, int maxVeinSize, int minHeight, int maxHeight) { this.block = block; this.maxVeinSize = maxVeinSize; this.minHeight = minHeight; this.maxHeight = maxHeight; } public Lazy<Block> getBlock() { return block; } public int getMaxVeinSize() { return maxVeinSize; } public int getMinHeight() { return minHeight; } public int getMaxHeight() { return maxHeight; } public static OreType get(Block block){ for(OreType ore : values()){ if(block == ore.block){ return ore; } } return null; } }  
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    • I wanted to make a block that melts like ice. I use the tick method in the BlockEntity to periodically check the light level. However  level.getBrightness(LightLayer.BLOCK,pos); always returns 0.
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