Axspeo
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np man it's fine! I actually found out what the problem was, the method has to be static... ?
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I'm actually making one not following one So the way I'm registering is correct right?
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The code worked on main and now it doesn't
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I'm trying to make a class that will have a FMLCommonSetupEvent but I think I'm not registering it correctly? What am I missing? To be honest I still don't understand how to register this events properly
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Ok so when I replace the data marker block with a chest like this: The chest spawns but when I try to open it I can't. I can break the chest tho and it only drops the chest block (and nothing from the LootTable). Even if I just replace the block like this: I still can't open the chest. Any idea why? Thanks In Advance!
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[1.15.2] Saving Structure above the 32x32x32 limit
Axspeo replied to Axspeo's topic in Modder Support
Thanks to both of you! I ended up just using the vanilla igloo class tho I have a problem tho, Sometimes some chunks don't seem to generate? All pieces are spawning but some chunks from the pieces don't, any idea why? EDIT: Nevermind it was because those chunks weren't part of the biome the structure could spawn in -
Hey guys, I'm trying to save a structure that is above the 32x32x32 structure block limit. I want to use it as a structure that is going to spawn in my custom biome, how should I save it? Should I save multiple nbt files and then try to put them all together at the structure generation? Or is there some trick I could use to make the process easier? Thanks In Advance!
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Perfect explanation! Thanks
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Hey man sorry for taking so long to reply but I only saw your reply now. I've been actually doing this without DeferredWorkQueue and I didn't see any problems, I decided to use it anyway like you told me to but I don't see any difference, can you please explain what does "not thread safe" means in this case? Thanks in advance
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Hey guys so I was generating some trees on my biome and it was working pretty well, but now that I added bedrock ceiling it stopped generating the trees. Flowers and grass still work perfect tho. My biome class: And I also tried with the same placement as Flowers but it didn't work
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Lol my bad, ofc I have an instance of it... Thanks man you solved my problem! ?
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My Biome isn't a static class tho, how am I supposed to get the Biome instance inside FMLCommonSetupEvent? EDIT: Isn't it possible to force biomes to be the last being registered?
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Hi guys I was trying to register a custom feature and I created a "FeatureInit" class with: Also my "Main" class: But when I build the game using that feature in a custom biome, it returns this error when the custom biome is registered: Looks like it can't find the custom Feature, even tho I register it before I register the biomes
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lol, I legit wasted at least 2h with this, that was it, thanks!
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I've noticed that in the vanilla code the recipe for the crafting table uses the "planks" tag, so I wanted to add my own custom plank to that tag to be able to craft the crafting table without rewriting the recipe json file. I've created a custom plank and created a planks.json file inside "resources/data/minecraft/tags/blocks/" planks.json: Mod id and block id are both correct, also no errors showing up on console but I can't craft the crafting table with my custom block. Am I missing something? Thanks in Advance!