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Krevik

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Everything posted by Krevik

  1. Hello there! In minecraft 1.12.2 I was able to use ModelLoader.setCustomStateMapper(args) to ignore some of properties that I need in block, but I don't want to have in my json file. How can I achieve the same effect in newer minecraft versions like 1.15.1? Greetings!
  2. Ahhh I forgot about this XD No, you must override two iterable functions, just check in the model class that your model is extending what are their names. ZombieModel for e.g. extends BipedModel which has these two iterables: It also depends on your actual mappings, but the point is you need to find these two iterables.
  3. Well I am not exactly sure how does it work but you need these two functions:
  4. It's 1.15.2, you should use scale methods using given in the event MatrixStack. If it is not given, you have to wait for Forge fix
  5. yea... but can I register custom BiomeProvider with this method? Only settings
  6. Hello there! I am here to ask how can I move certain cube (ModelRenderer) in x,y,z axis? In previous minecraft versions I was able to operate offsets of every part of the model, now these things are gone. Greetings, Krevik!
  7. Hmmm are you sure you're talking about BiomeProviderType? Cause nothing that you're telling me is... true? BiomeProviderType: 1. Class is not abstract 2. It has a private constructor with some arguments 3. Cannot extend it as it's constructor is private
  8. Well you basically gave us your crash reason net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Tinkers' Compendium (tinkerscompendium)  Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/texture/TextureMap Crash reason: Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/texture/TextureMap Mod that is causing the crash: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Tinkers' Compendium (tinkerscompendium) Ahhh and btw. this is modder support not ... another support. Andddd 1.12.2 is outdated actually so you won't get any help here.
  9. Hello there! How do I register custom BiomeProvider type, as now it's constructor is private? Greetings!
  10. Try looking how vanilla does it. createChunkGenerator() is the function you're looking for to add a biome (if I remember correctly)
  11. Only one more question - do you know some good NBT editor, that will allow me to easily find chest inside "blocks" tag not inside "palette" tag?
  12. okay then, I will keep looking, thank you a lot for help!
  13. I've already been checking this. Also I opened a village structure with chests, and I could find nothing. Am I missing something?
  14. Hey there. I am having problem with adding loot to chests in my structure. Structure is built using jigsaw pieces just like vanilla villages. However I cannot find a word about placing loot in the chests. Does anyone know how to do it? / Where to find the code about populating vanilla villages chests?
  15. If you mean the moving with pistons - I remember there was some method that returned sth like EnumPistonReaction? Not sure now, but I remember there was some method. However if you must keep with isStickyBlock, you probably can stop jumping player by overriding onEntityCollision (also not sure about this solution)
  16. try experimenting with: GlStateManager.fogStart(); GlStateManager.fogEnd(); GlStateManager.fogDensity(); instead of: event.setDensity(0.4F); event.setCanceled(true); inside your " if " checking if entity is in your dimension.
  17. Not sure if that's what you're talking about, but you probably want to override generateLightBrightnessTable in Dimension By overriding this, you can make the whole world very dark even in day and glowing blocks won't have changed radius of glowing.
  18. Hello! I am having weird language file problem. Everything is correct in dev environment, but when I build a mod and export to normal not dev minecraft, language file is not working. Assets are working, everything is okay, but language file. What may be wrong? Language file
  19. So I've been trying to spawn custom structure in my custom dimension and... I've got no errors, the structure is spawned (only in console), but when I approach the structure location, there is nothing. I've been trying debugging and everything seems fine: template is loaded properly, then the piece is created properly, and it looks like it's properly spawned. I am using templates with jigsaw blocks. Pools seems fine too (debugging). What can be causing the problem? Here's source code:
  20. Cause it's string by default not ResourceLocation private static <T extends IFeatureConfig> Structure<T> registerStructure(Structure<T> structure, String registryName) { structure.setRegistryName(registryName); return structure; } You need to add your modid to (registryName). Also it seems that Structure registry is somehow... changed. Look at "Structures" file and Structures field in "Feature" file.
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