A way you can do this is using events. LivingUpdateEvent should work. Just check if the entity is holding the item and then create particles at the correct location.
Do you mean edit the damage type of the sword to fire damage (so it is affected by fire resistance/protection) or set the entities you attack with it on fire (or both?)
mmm. Maybe I have to expand the testing to other Bastions then. I confess I only went to one, and before it seemed to me that it would be during chunk generation, but as I went to the same fortress in different copies of the world, and the only copies which spawned brutes were the ones where the whole world was created in 1.16.2 (pre release 1), I thought that when they say brutes spawn at world generation, they meant that.
I'm a bit confused. The issue here was that it was looking for the model variants check_decay=true,decayable=true, etc. So as long as you give it models for all the variants it should work. With crops these presumably would be stage=0, etc.
It's probably just a misunderstanding. Piglin brutes spawn during generation of the world, as in they spawn when chunks generate. So chunks that are generated in 1.16.2 will have piglin brutes while chunks which are generated in earlier versions won't. OP probably thought that spawning during world generation meant spawning on world creation, which isn't true since minecraft worlds are procedurally generated.
in 1.16, block drops are controlled through loot tables. To add drops to vanilla blocks you have to override the loot tables with a datapack (which can be part of the resources for a mod).
I don't think that HarvestDropsEvent works properly in 1.16 (used to be how you would do this sort of thing, it doesn't appear to work in 1.15), so your best bet may be to try to spawn an item entity from BreakEvent (as I'm not certain if you can specify the tool required to drop a certain item in loot tables), since this does work properly (at least in 1.15).
You can also just search gradle releases, scroll down to the 4.9 one and click on the user manual then click installing gradle under getting started, that is the installation instructions for gradle 4.9. A download for 4.9 is available on the releases page.
Actually could you post all the asset files for a specific leaf type?
It looks like the block model is not being loaded properly, which is why I thought there might be a problem with the blockstate json.
The one you posted looks identical to the minecraft leaves json blockstate file, so I don't think there is a problem there.
Although it may be that there is some specific code which deals with the variants for vanilla leaves (and doesn't work for modded leaves), so the way to fix it may be to add in lines for each of the blockstates, which would look like this:
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A way you can do this is using events. LivingUpdateEvent should work. Just check if the entity is holding the item and then create particles at the correct location.
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Do you mean edit the damage type of the sword to fire damage (so it is affected by fire resistance/protection) or set the entities you attack with it on fire (or both?)
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I think that's from the server crashing. What mods do you have installed?
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Put the item json in models/item and the block json in models/block.
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World generation means chunk generation.
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I'm a bit confused. The issue here was that it was looking for the model variants check_decay=true,decayable=true, etc. So as long as you give it models for all the variants it should work. With crops these presumably would be stage=0, etc.
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It's probably just a misunderstanding. Piglin brutes spawn during generation of the world, as in they spawn when chunks generate. So chunks that are generated in 1.16.2 will have piglin brutes while chunks which are generated in earlier versions won't. OP probably thought that spawning during world generation meant spawning on world creation, which isn't true since minecraft worlds are procedurally generated.
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I'm assuming you mean the eye of ender item? Then it's the same way you animate most other textures, with an .mcmeta file.
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in 1.16, block drops are controlled through loot tables. To add drops to vanilla blocks you have to override the loot tables with a datapack (which can be part of the resources for a mod).
I don't think that HarvestDropsEvent works properly in 1.16 (used to be how you would do this sort of thing, it doesn't appear to work in 1.15), so your best bet may be to try to spawn an item entity from BreakEvent (as I'm not certain if you can specify the tool required to drop a certain item in loot tables), since this does work properly (at least in 1.15).
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try swapping the order of check_decay and decayable in the blockstate json
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The link is to the 4.9 instructions.
You can also just search gradle releases, scroll down to the 4.9 one and click on the user manual then click installing gradle under getting started, that is the installation instructions for gradle 4.9. A download for 4.9 is available on the releases page.
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I think on mac
should work (if you already have gradle). The command is something similar on windows.
you don't want 6.5.1 since versions above 5.0 won't work.
As for a guide on installing, here it is:
https://docs.gradle.org/4.9/userguide/installation.html
4.10.3 should also work but I've linked the 4.9 one since that is the version I have.
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You need to have the right gradle version, as certain versions will not work (5.0+ doesn't work, but 4.9 should be fine).
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Actually could you post all the asset files for a specific leaf type?
It looks like the block model is not being loaded properly, which is why I thought there might be a problem with the blockstate json.
The one you posted looks identical to the minecraft leaves json blockstate file, so I don't think there is a problem there.
Although it may be that there is some specific code which deals with the variants for vanilla leaves (and doesn't work for modded leaves), so the way to fix it may be to add in lines for each of the blockstates, which would look like this:
Although I might have the order of check_decay and decayable backwards.
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What does the blockstate json look like?