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By diesieben07 · Posted
Correct, blocks cannot go beyond 1x1x1. If you want to make something bigger, you need to have multiple blocks. -
By diesieben07 · Posted
No, you always need context information. Otherwise how would you know which player it is. -
By diesieben07 · Posted
No. This is intentional, as registration should not depend on configs. -
By BeardlessBrady · Posted
Hello, I am trying to create sub items through NBT by pulling information from the config file. My issue is that it seems like the items are being registered before the config is processed, is there a way to make the config get processed first? My Code for reference: https://github.com/Beardlessbrady/Currency-Mod/tree/master-1.16/src/main -
By Aviator737 · Posted
I made test 3x3 collision. For convenience, I have marked with colors the areas of the cube (see screenshots). Bounding box shows up correctly but collision works strange. I can't fly horizontally through yellow blocks but I can fall through them. Сorner blocks (red) don't work at all. And I can't fall or walk into blue area. Forge 1.16.5 - 35.1.37 public class TestTileEntityBlock extends TileEntityBlock<TestTileEntity> { private static final VoxelShape SHAPE = makeCuboidShape(-16, -16, -16, 32, 32, 32); public TestTileEntityBlock(Properties properties) { super(properties); } @Override public TileEntity createTileEntity(BlockState state, IBlockReader world) { return new TestTileEntity(); } @SuppressWarnings("deprecation") @Override public VoxelShape getCollisionShape(final BlockState state, final IBlockReader world, final BlockPos pos, final ISelectionContext context) { return SHAPE; } @SuppressWarnings("deprecation") @Override public VoxelShape getShape(final BlockState state, final IBlockReader world, final BlockPos pos, final ISelectionContext context) { return SHAPE; } }
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