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    • Please don't @ me. And I don't see what the problem is. If your mappings are up to date, then no one's renamed the method yet. There's no "solution"
    • For anyone searching for this, I managed to get it working in 1.15.2 with this code: public static final ResourceLocation INTERACT_WITH_SHIP_CONTROLLER = registerCustomStat("interact_with_ship_controller"); private static ResourceLocation registerCustomStat(String name) { ResourceLocation resourcelocation = new ResourceLocation(MOD_ID, name); Registry.register(Registry.CUSTOM_STAT, name, resourcelocation); Stats.CUSTOM.get(resourcelocation, IStatFormatter.DEFAULT); return resourcelocation; }   You can then increase the stat: player.addStat(Registry.INTERACT_WITH_SHIP_CONTROLLER);   Don't forget to localize it so it has a name in the stat list: "stat.sol.interact_with_ship_controller": "Interactions with Ship Controller"   For fun, you can track your new stat with these commands: /scoreboard objectives add stat minecraft.custom:minecraft.interact_with_ship_controller /scoreboard objectives setdisplay sidebar stat  
    • I know, that they are items there.   How do i fix this?   Animefan8888 sayd in the other thread, that there is no need to override the blockitems too... With a give-command i get working blockitems.   Just, if i try to place the wall-type of the redstone-torch, a weird bug-block with name "air" and red particles appears.   And i wonder why torches and heads are coded as two blocks, one for wall and one for ground? What about just choosing a model by blockstate-json?
    • It seems like it might be something in either this method:   public int func_222529_a(int p_222529_1_, int p_222529_2_, Heightmap.Type heightmapType) { int i = Math.floorDiv(p_222529_1_, this.horizontalNoiseGranularity); int j = Math.floorDiv(p_222529_2_, this.horizontalNoiseGranularity); int k = Math.floorMod(p_222529_1_, this.horizontalNoiseGranularity); int l = Math.floorMod(p_222529_2_, this.horizontalNoiseGranularity); double d0 = (double)k / (double)this.horizontalNoiseGranularity; double d1 = (double)l / (double)this.horizontalNoiseGranularity; double[][] adouble = new double[][]{this.func_222547_b(i, j), this.func_222547_b(i, j + 1), this.func_222547_b(i + 1, j), this.func_222547_b(i + 1, j + 1)}; int i1 = this.getSeaLevel(); for(int j1 = this.noiseSizeY - 1; j1 >= 0; --j1) { double d2 = adouble[0][j1]; double d3 = adouble[1][j1]; double d4 = adouble[2][j1]; double d5 = adouble[3][j1]; double d6 = adouble[0][j1 + 1]; double d7 = adouble[1][j1 + 1]; double d8 = adouble[2][j1 + 1]; double d9 = adouble[3][j1 + 1]; for(int k1 = this.verticalNoiseGranularity - 1; k1 >= 0; --k1) { double d10 = (double)k1 / (double)this.verticalNoiseGranularity; double d11 = MathHelper.lerp3(d10, d0, d1, d2, d6, d4, d8, d3, d7, d5, d9); int l1 = j1 * this.verticalNoiseGranularity + k1; if (d11 > 0.0D || l1 < i1) { BlockState blockstate; if (d11 > 0.0D) { blockstate = this.defaultBlock; } else { blockstate = this.defaultFluid; } if (heightmapType.getHeightLimitPredicate().test(blockstate)) { return l1 + 1; } } } } return 0; }     or this method:   public void generateSurface(IChunk chunkIn) { ChunkPos chunkpos = chunkIn.getPos(); int i = chunkpos.x; int j = chunkpos.z; SharedSeedRandom sharedseedrandom = new SharedSeedRandom(); sharedseedrandom.setBaseChunkSeed(i, j); ChunkPos chunkpos1 = chunkIn.getPos(); int k = chunkpos1.getXStart(); int l = chunkpos1.getZStart(); double d0 = 0.0625D; Biome[] abiome = chunkIn.getBiomes(); for(int i1 = 0; i1 < 16; ++i1) { for(int j1 = 0; j1 < 16; ++j1) { int k1 = k + i1; int l1 = l + j1; int i2 = chunkIn.getTopBlockY(Heightmap.Type.WORLD_SURFACE_WG, i1, j1) + 1; double d1 = this.surfaceDepthNoise.noiseAt((double)k1 * 0.0625D, (double)l1 * 0.0625D, 0.0625D, (double)i1 * 0.0625D); abiome[j1 * 16 + i1].buildSurface(sharedseedrandom, chunkIn, k1, l1, i2, d1, this.getSettings().getDefaultBlock(), this.getSettings().getDefaultFluid(), this.getSeaLevel(), this.world.getSeed()); } } this.makeBedrock(chunkIn, sharedseedrandom); }     But I'm not sure what to change
    • No problem, that's why I didn't simply say it wasn't compatible!
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