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DArkHekRoMaNT

Vintarian
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Everything posted by DArkHekRoMaNT

  1. @Sukotto82 so that the bush can be generated in the world you must do worldgen) Create simular this in the worldgen folder: [ comment: "Patches of blueberries", blockCodes: ["smallberrybush-blueberry-empty", "smallberrybush-blueberry-flowering", "smallberrybush-blueberry-ripe", "smallberrybush-blueberry-ripe"], minTemp: -2, maxTemp: 18, minRain: 0.3, maxRain: 0.7, maxFertility: 0.5, chance: 0.1, minForest: 0.5, maxY: 0.85, offsetX: { dist: "gaussian", avg: 0, var: 15 }, offsetZ: { dist: "gaussian", avg: 0, var: 15 }, quantity: { avg: 5, var: 12 }, } ] Worldgen of the vanilla bush is in survival/worldgen/blockpatches.json
  2. Lol. Now your texture should overwrite the vanilla texture of the black currant berry. What does this berry look like in the game?) P.S. This is one of the reasons why you shouldn't use the game domain for your mod. Although in 1.13.4 overlays are a bit broken anyway and can only work with game textures (fixed in 1.14). You need rename it. For example, assets/game/textures/<yourmodid>/item/food/fruit/blackberry
  3. I haven't looked yet because of what the problem might be. At first glance, everything is fine
  4. No. For different categories, you need to create a code mod. For an example implementation, you can see BlockMeal class (used by bowls)
  5. Bad. No. It can break structures. Okey. You can change class for vanilla stairs, but place your mod stairs. Also it drop as vanilla stairs
  6. If it is possible to use class: "betterstairs:blockbstairs" or something similar, then you can try to implement it as a patch. But you will have to remap vanilla stairs.
  7. @l33tmaan@Sukotto82 A strange name is just really the name of the object, its code. For normal naming, you need to create a language file.
  8. You has mistake, line 28 in breadberry.json: "*": { saturation: 300, foodcategory: "Grain" , saturation: 80, foodcategory : "Fruit"} You can enter the command /errorreporter 1 in your test world and enable debug: Settings -> Developer -> Enable Developer Mode, Error Reporter and (optional) Extended Debug Info.
  9. Modinfo also based on Acorns mod? Very strange modinfo. EDIT: No, Acorns modinfo is normal. Modid must be strictly lowercase. Type is specified as content or code. Why do you need TextureSize here at all is not clear. P.S And why did you even make keys in the first capital? Your modinfo should look something like this: Side, contributers, newtworkversion, requiredon are optional. In dependencies, it is desirable to specify the minimum version of the game for the mod.
  10. Why are they game:? Where do you store your assets? In assets/game/? You can of course store assets there, but this is bad practice, this is the vanilla domain. Your assets should be in assets/<yourmodid>/
  11. Few people understand what such a simple word "boat" means for modders. A boat is a mount, a full-fledged moving mount. Where there is a boat, there is also a minecart, a wagon, a riding ram or a riding dragon @Tyron, is there a chance that a full-fledged mount system will appear in 1.15? Even if we don't choose the ocean.
  12. You will not have shapes because you are using the wrong item code. Your whole dough is dough-berry-{type}-{fruit}. Textures will also be broken, they generally use other codes.
  13. And it would be good if you give an archive with your current version of the mod. It's strange that you have dough in the game domain. P.S. It is also best to call doughberry rather than dough-berry.
  14. { type: "item", code: "dough-berry-{type}" } Try replacing with this: { type: "item", code: "dough-berry-{type}-{fruit}" }
  15. New version 1.3.4 available! Added glowworms drop
  16. Imo, I don't see much sense in the recipe for wooden path from another wood. Kapok can be obtained quite easily, salt is a little more difficult, but not much is needed.
  17. Aged Log has a recipe. You need a Kapok Log (found 10-15k blocks south of the spawn), pickle and 20 days in a barrel.
  18. Just make a full block with carpet textures as I did with metal sheet blocks in MoreVariants. "shape": { "base": "game:block/basic/cube" }, "textures": { "all": { "base": "game:block/metal/sheet/{metal}1", "alternates": [ { "base": "game:block/metal/sheet/{metal}2" }, { "base": "game:block/metal/sheet/{metal}3" }, { "base": "game:block/metal/sheet/{metal}4" }, { "base": "game:block/metal/sheet/{metal}5" }] } } },
  19. New version 1.3.3 available! Fixed slots in crates (now works)
  20. @Rhonenimo, it is better to remove the blocks, play the animation and put the blocks. The invisible blocks that allow walking on the drawbridge look odd.
  21. New version 1.1.7 available! Fixed Trade-o-mat recipes Added Portuguese translation (thanks xCoiotex)
  22. New version 1.1.4 available! The collusion box has been returned to а vanilla state. Lowered box has animals bug (animals move under the path).
  23. This is an Anvil Metal Recovery bug, it breaks anvils (without GE Helve Hammer).
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