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    • WC Tech & Magic is a tech/magic themed pack which is aimed for the players to use spells and tech to have an enjoyable time on this pack. Its mostly based on survival and adventure but you are the one to chose on what you will do. Official server online!This Pack Includes:An official server. Great friendly staff & community. Good and not much mods on the pack. Many players playing all over the world. Custom terrain on the server. Tech and magic mods. Much much more! Official server IP is included in the pack when you install it!Tutorial on installing this modpack: youtu.be/BV3IjftMOj4Modpack Link: https://www.technicpack.net/modpack/wizardz-conquest-tech-magic.1531853Mod list: https://www.technicpack.net/modpack/wizardz-conquest-tech-magic.1531853/modsTechnic Launcher Download: https://www.technicpack.net/downloadJava 8 Download: https://www.java.com/en/download/ or https://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.htmlOfficial Discord: https://discord.gg/8vF9PYMWebsite: https://arsenalnetwork.net/Store: https://store.arsenalnetwork.net/Forums: https://forums.respawngroup.net/
    • Thanks! got the key bind set, now I only got to figure out the rendering
    • Take a look at your disenchanter block class: @Override public boolean onBlockActivated(BlockState state, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockRayTraceResult result) { if (!world.isRemote) { TileEntity tileEntity = world.getTileEntity(pos); if (tileEntity instanceof INamedContainerProvider){ NetworkHooks.openGui((ServerPlayerEntity) player, (INamedContainerProvider) tileEntity, tileEntity.getPos()); } else { throw new IllegalStateException("Our named container provider is missing."); } return true; } return super.onBlockActivated(state, world, pos, player, hand, result); } If you follow the control flow, the client-side block will always return super.onBlockActivated(state, world, pos, player, hand, result); The effects you are describing seem to be caused by the client and server following different paths here, the server returning true after opening the gui, and the client returning super.onBlockActivated, which I'm pretty sure defaults to false.
    • This was originally posted in another thread but I think it makes much more sense as its own question. How do you register entity world spawns in 1.15.1? I looked through Cadiboo's tutorial but he hasn't gotten to that bit yet. The code I have is public static void registerEntityWorldSpawn(EntityType<?> entity, Biome... biomes) { for (Biome biome : biomes) { if (biome != null) { biome.getSpawns(entity.getClassification()).add(new SpawnListEntry(entity, 10, 2, 10)); } } } which is called as  registerEntityWorldSpawn(HOP_MOB, Biomes.FOREST, Biomes.BIRCH_FOREST, Biomes.DARK_FOREST, Biomes.BIRCH_FOREST_HILLS, Biomes.DARK_FOREST_HILLS, Biomes.FLOWER_FOREST, Biomes.TALL_BIRCH_FOREST); in a @SubscribeEvent public static void registerEntities(final RegistryEvent.Register<EntityType<?>> event) {} which is itself in a  @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD) public static class RegistryEvents{} Within my main mod class. Sorry for the odd format but it felt the cleanest way to share my code. I know enough java to know that it isn't some basic syntax error, and anyway, when I run it I don't get any errors. The issue is the mob doesn't spawn naturally at all. I can spawn it in fine with my custom spawn egg and it works perfectly, so the issue is only with natural world spawns. The method I'm using, as seen above, was taken from a 1.14 tutorial released in July 2019, so the reason it doesn't work definitely has to do with something specific to 1.15. That's all the useful info I have, unfortunately. And if I'm wrong in any of my assumptions please let me know. Thanks!
    • I tried to use the 1.10 version of forge and this happened 
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