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Showing content with the highest reputation on 11/07/20 in all areas

  1. Either create multiple items if there is no reason to store them in one specific place or register a property using ItemModelProperties::registerProperty. From there, the predicate system has not changed from previous versions.
    1 point
  2. No, it wasn't. It was propagated by someone which caused the following response on the Common Issues and Recommendations thread "Using an interface (usually called IHasModel) on your Item and/or Block classes to denote that they are capable of registering a model is an anti-pattern and not necessary. All items require a model to be registered for them and usually no type-specific information from the item is needed, only the registry name, which is accessible for all items by default." As for the issue above, that's just how minecraft constructs their quads for generated item models if I'm not mistaken. If you would like to 'fix' the issue, then use a model creator (e.g. Blockbench) to create the model yourself and use that as the parent.
    1 point
  3. Probably because the bounding box is changed every tick iirc. You should use EntityEvent$Size if you would like to handle that.
    1 point
  4. 1. You would need to store the owner of the block in the tile entity instance and make slots accessible based on that comparison flag. 2. A lot of custom container screen handling to make this happen. There is no difference between placing an item and removing it as it just simply is swapping an empty item stack on the cursor for the item stack in the container. So, you will need to define this specific action yourself.
    1 point
  5. setWaterLevel just sets a value for the integer property LEVEL of the cauldron block...this value is then used in the blockstate to select the appropriate model for the block: when the value is 0 the model shown will be the empty cauldron one, when the value is 1 the model will be the slightly filled cauldron (which, i remind, is just the normal cauldron model with the addition of a cuboid that represent the water inside), and so on for the values 2 and 3 of the LEVEL property...it seems like this would be a good and useful read for you: https://mcforge.readthedocs.io/en/latest/blocks/states/
    1 point
  6. Please note that in Minecraft 1.15+ things have changed: getItemUseAction is now called getUseAction and EnumAction is now called UseAction.
    1 point
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