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Asiratlan

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  1. Hello Forge Community, I'm currently working on a mod which have and will receive multiple updates for my 1.10.2 server. I have a Multiverse plugin on my server and multiples maps. I recently experimented a map corruption after I teleport myself from a map generated with the current version of my mod to the main map generated by an earlier version of my mod. Do you guys have any hints or coding practices to prevent such corruption to happen to maps generated with previous versions of the mod?
  2. After using your new method I found out that my ItemSlab was actually using a RegisterRender after the Blocks so It was overwritting the Metadata #0. Thanks a lot of your help
  3. Edit: Seems like that new NullPointer is on my fault ^^. I will fix this and come back if anything happens
  4. Here's the Item Model, Block Model and BlockState File. I also put in comment here the code of the ModelBakeryRegistration. public static void registerRenderMeta(Block block, int meta, String name) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(block), meta, new ModelResourceLocation(block.getRegistryName() + "_" + name, "inventory")); ModelBakery.registerItemVariants(Item.getItemFromBlock(block), new ModelResourceLocation(block.getRegistryName() + "_" + name, "inventory")); } This method get called for each subItem from 0 to 7 in that specific case. wool_slab.json wool_slab_white.json wool_slab_half_white.json
  5. Like I said Models (both Item and Block) works If I swap Metadata #0 with any other Metadata the block will render properly. The bug seems to only to happen specifically to Metadata #0 and not to the block itself.
  6. Hello everyone, I was working on a slab block with Metadata and I got this wierd bug where the sub-block with Metadata #0 use the Default Purple/Black Texture for Inventory Render. It's not Model related since my block does render on the map and works properly if I switch the block to a different Metadata. Anyone ever met this kind of bug? Cordially.
  7. Hello there, I have started to use ForgeGradle recently, I setted up my eclipse project using the gradlew command and everything run perfectly using Eclipse's Run configuration. I have been lately working on new things that I would want to use Eclipse's debugger to check the content of my objects in real time without having to print everything in my console. Is there any way to setup efficiently Eclipse debugger to run with ForgeGradle? Thanks.
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