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Showing content with the highest reputation on 06/08/21 in all areas

  1. The Material specifies generic properties like whether or not the block can be collided with, how it interacts with pistons, whether it burns, etc. It won't solve your rendering problem, but will dictate some other relevant behaviors. Using the settings of PLANT is probably exactly what you want in this regard. In .minecraft/versions/[version_folder] there is a jar file, which you can extract somewhere convenient. In this extracted folder, there is an assets/minecraft folder, which contains the Minecraft assets which you can use as reference. A BlockState describes a combination of IProperty<?>s. Your Block's blockstate file maps these combinations to a number of model files to use for each one. You don't need to alter the BlockState of your flower to change its default model, but if you want to add different models for different combinations of IProperty<?>s, you would do so with BlockStates. Here is a link to how one interacts with BlockStates in code. Here is a link to documentation on writing a blockstate file. What you're looking for to change the default model of the block is the model file, not the blockstate file. A model file defines the elements and textures of a model in the world. Alternatively, the model file can reference a different model file that is already defined (the "parent" model), and simply alter the textures of that parent model. This is what the line "parent": "block/cross" does. It defines the parent model as being the one named cross in the folder block. To make your flower render with a cross model, then, you would use its model file to define its parent to be block/cross, and then alter the textures tag to use your own flower texture. textures is a tag containing a number of String variables, whose names should correspond to the parent model's definitions. The cross model has only one textures variable, which is named cross.
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  2. These sorts of properties are now part of the AbstractBlock.Properties object that you pass to the Block constructor. The methods you're probably interested in are noOcclusion and noCollission. The Material of the Properties is also relevant here, since they have the nonSolid building method. The reason your flower is rendered on the outside of a cube is that its model defines that to be the case. You should look at the model file of a block with the relevant model to determine how to change this. models/block/dead_bush.json, for example, uses the parent block/cross, which I think is what you're after.
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  3. You know the logo file doesn't replace the Minecraft app icon, right? It just shows in the mod info page. Your earlier messages indicate you are aware of this even though your last message suggests otherwise. This is examplemod.png in the root of src/main/resources showing in the mods listing: If you tried this and it didn't work please provide your workspace in a GitHub repo.
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  4. You essentially said "I tried everything" without actually listing what you tried, what you did list was what you tried putting in mods.toml, not the places you tried to put the logo file. Contradiction. What you put in the resources folder eventually gets put at the root of the built jar.
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  5. Lets see, Forge has this line: https://github.com/MinecraftForge/MinecraftForge/blob/1.15.x/src/main/resources/META-INF/mods.toml#L4 Lets try and find that, shall we? https://github.com/MinecraftForge/MinecraftForge/blob/1.15.x/src/main/resources/forge_logo.png There it is!
    1 point
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