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Showing content with the highest reputation on 09/30/17 in all areas

  1. Hi guys! Just wanted to tell the community about a mod I am currently working on, called Deep Seas. This mod is being sponsored by Schilling Robotics and Marine Advanced Technology Education (MATE) to add Remotely Operated Vehicles to MC! Features: Deeper oceans High pressure water (Warning: LETHAL) Shipwrecks Mythical sea creatures High density ore clusters located on the sea floor ROV's with automation capabilities This is still under development! (Hoping to release a beta in the next 2-3 Weeks) Also help is wanted with graphics (Distribute the work load ) Let me know what you think! (I love to have feedback!)
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  2. In the code you posted you register the recipes in that method, but they're created (instantiated) somewhere else.
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  3. ItemStack#getTooltip checks for its existence using the type ID 99, which is "any numeric". This means you can use any numeric data type for the tag, including integer and short.
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  4. You can hide the attribute modifiers from the tooltip completely by setting the "HideFlags" key of the ItemStack's compound tag to a number with bit 2 set to 1 (e.g. 2). You can also subscribe to ItemTooltipEvent and modify the list of tooltip lines as you want.
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  5. The reason your code wasn't working was because instance of is meant for comparing instances. The class you get is not an instance of that class. If it was then you could do things like call the instance methods from it. So as Draco pointed out you need to look at the standard Java ways of doing it. If you want to work with the classes, then you need to use the isAssignableFrom() method with the classes, or conversely you need to create an instance of the class (like call its constructor) then do instanceof.
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  6. You need a custom IRecipe implementation. Have a look at Choonster's testmod3, you'll want to look at the gold armor upgrade things. Pay special attention to the _factories.json file.
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  7. You can use the forge multi-layer model with the forge blockstates format, to render parts of the model in different layers. In your block, override Block#canRenderInLayer to return true for every layer which your block has. Then in the blockstates file, define the model as "forge:multi-layer". Add a "custom" tag, and inside that define each of the layers with the model to be rendered. I have an example which uses both translucent and cutout layers for different parts of the model: blockstates, block code.
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