In your Tile Entity class for interactive items, such as crafting tables/ chests/ furnaces, there is a readFromNBT/ writeToNBT method that remembers when items are put in, and taken out.
I think what is going on is, MC is using the default ArmorItem, and not your custom ArmorItem. Maybe change ArmorItem in your ItemInit to something more custom to your mod, even if it's IncognitoArmorItem. Don't forget to create a class that defines your custom ArmorItem in your objects directory, extending ArmorItem.
Just a guess, hope it helps. It's what I did with my mod.
Have you looked at the biome classes in minecraft to see what is different from your biome class?
You should define the type of biome (hieght, rainfall, etc) in your Biome initialization class (in your case BiomeList). Then in your Biome class, customize it with formation, features, entities, etc.
For example:
public static final RegistryObject<Biome> CatIslandBiome = BIOMES.register("cat_island", () ->
new CatIslandBiome(new Biome.Builder().precipitation(RainType.RAIN).scale(0.05F).temperature(0.8F).waterColor(4159204).waterFogColor(329011)
.surfaceBuilder(SurfaceBuilder.DEFAULT,
new SurfaceBuilderConfig(Blocks.GRASS_BLOCK.getDefaultState(),
.category(Category.PLAINS)
.downfall(0.3F)
.depth(0.125F)
.parent(null)));
Then in your Cat Island Biome Class
public CatIslandBiome(Builder biomeBuilder)
{
super(biomeBuilder);
//add stuff here. Features, ores, carvers, enitites, etc.
}
Dont forget to Register your BiomeList in your main mod class
//In your main method
BiomeList.BIOMES.register(modEventBus);
//Just before setup method
@SubscribeEvent
public static void onRegisterBiomes(final RegistryEvent.Register<Biome> event)
{
BiomeList.registerBiomes();
}
So basically, Forge underwent a large rewrite after 1.12.2, causing most mods to stick to that version. I was wondering if anybody could give me a simple, straight to the point, short, not complicated tutorial on how to port mods for 1.12.2 and older to the latest version? This is going into a personal, private, passion project I’ve been wanting to do for a very long time, so if anybody could do that for me that would be great!
Like you just said, Forge did a complete rewrite of their source code. You will have to adapt as well. I've been making mods since 1.7.2, and have adapted to all the current versions.
In your AmethystArmour Class, the super uses 3 arguments (material, id, slot). When you registered your pieces, there is no ID for them to use as, they are all set to 0.
Do the item icons for your Armour render? I imagine the armour is not rendering when put on, yes?
You could effectively determine which block will be your top few blocks in SurfaceBuilderConfig in your SurfaceBuilder method, in a custom Biome class. After that, you could specify at which depths, and how frequent, other blocks spawn in an custom OreGen class.
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In your Tile Entity class for interactive items, such as crafting tables/ chests/ furnaces, there is a readFromNBT/ writeToNBT method that remembers when items are put in, and taken out.
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Sounds like you forgot your read/ write NBT methods in your TileEntity* class.
* Updated due to wrong class containing read/ write NBT.
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Not that I'm aware of. Most mod items appear at the bottom of the page they're assigned to.
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I think what is going on is, MC is using the default ArmorItem, and not your custom ArmorItem. Maybe change ArmorItem in your ItemInit to something more custom to your mod, even if it's IncognitoArmorItem. Don't forget to create a class that defines your custom ArmorItem in your objects directory, extending ArmorItem.
Just a guess, hope it helps. It's what I did with my mod.
0
Have you looked at the biome classes in minecraft to see what is different from your biome class?
You should define the type of biome (hieght, rainfall, etc) in your Biome initialization class (in your case BiomeList). Then in your Biome class, customize it with formation, features, entities, etc.
For example:
Then in your Cat Island Biome Class
Dont forget to Register your BiomeList in your main mod class
0
Like you just said, Forge did a complete rewrite of their source code. You will have to adapt as well. I've been making mods since 1.7.2, and have adapted to all the current versions.
0
In your AmethystArmour Class, the super uses 3 arguments (material, id, slot). When you registered your pieces, there is no ID for them to use as, they are all set to 0.
Do the item icons for your Armour render? I imagine the armour is not rendering when put on, yes?
0
You could effectively determine which block will be your top few blocks in SurfaceBuilderConfig in your SurfaceBuilder method, in a custom Biome class. After that, you could specify at which depths, and how frequent, other blocks spawn in an custom OreGen class.
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This line:
Should actually be:
Start with that.
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Look at the DefaultBiomeFeatures class in net>minecraft>world>biome. Will give you an idea of how OreFeatures work.
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Spoilers work just fine
CodeChicken Lib is the issue. FML cannot validate the version.
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In your development environment, textures are located in Referenced Libraries/client-extra/assets/minecraft/textures/. At least for Eclipse IDE.
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Did you search these forums for your answer? There is a post with a similar problem and, the fix for it posted in the comments.
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Go here:
MCreator forums
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You can look at Minecraft's BowItem, or ItemBow, class and see what they have it set too. Should say something like:
stack.getItemUseDuration() - entity.getItemInUseCount() / 20.0F
It would be totally dependent on your getUseDuration() though. Default mine craft bow is, 72000 iirc.