Jump to content

Cadiboo

Members
  • Posts

    3624
  • Joined

  • Last visited

  • Days Won

    58

Everything posted by Cadiboo

  1. Yep, those recipes are built-in net.minecraft.item.crafting.CraftingManager.class public class CraftingManager { private static final Logger LOGGER = LogManager.getLogger(); private static int nextAvailableId; public static final RegistryNamespaced<ResourceLocation, IRecipe> REGISTRY = net.minecraftforge.registries.GameData.getWrapper(IRecipe.class); public static boolean init() { try { register("armordye", new RecipesArmorDyes()); register("bookcloning", new RecipeBookCloning()); register("mapcloning", new RecipesMapCloning()); register("mapextending", new RecipesMapExtending()); register("fireworks", new RecipeFireworks()); register("repairitem", new RecipeRepairItem()); register("tippedarrow", new RecipeTippedArrow()); register("bannerduplicate", new RecipesBanners.RecipeDuplicatePattern()); register("banneraddpattern", new RecipesBanners.RecipeAddPattern()); register("shielddecoration", new ShieldRecipes.Decoration()); register("shulkerboxcoloring", new ShulkerBoxRecipes.ShulkerBoxColoring()); return parseJsonRecipes(); } catch (Throwable var1) { return false; } }
  2. Do you have a GitHub I can look at?
  3. Forge's IEnergyStorage only allows integers. If its a double then they're using a different system from the one that I use and know about, and you should google some tutorials for it.
  4. Energy will always be an integer, not a double.
  5. ALSO Where did you download forge from (URL preferably) What version of forge (latest/recommended/actual version name) Where did you download your mods from. If it wasn't from curseforge.com they are likely filled with malware
  6. thanks that was pretty helpful, can you post the output log of the installer? it should be in the same folder as the installer is in (probably your downloads folder)
  7. disable all your mods then post the log by post I mean COPY & PASTE THE CONTENTS into a spoiler
  8. We need to SEE it to find out your problem, post the contents of the file in a spoiler (click the eye icon when making the post)
  9. potentially, I made a small effort to add support for non FE systems that use IEnergyStorage a while ago but never tested it. If the code that edited works it shouldn't be an issue if IC2 is using capabilities and implementing Forge's IEnergyStorage
  10. I'm syncronising all my Capability Data > I'm getting the capabilities through the custom methods getInventory(), getEnergy() and getFluid() (or whatever the fluid capability getter is called, I've never used it) then writing the capabilities to NBT and sending that NBT to the client.
  11. I should have posted this post in this thread.
  12. ^^^ Very good advice, please never comment on existing threads with a new issue. @Ice2670 Since you haven't made a new thread yet, and this is a common issue, I'll show how I do it. This is my personal preference, and it works well for me, feel free to adapt it. My personal preference is to have a superclass that handles all my syncing & capability stuff and have all my TileEntities extend it. My class is called TileEntityBase and you can view it here. It is adapted from canitzp's mod MetalWorks. The actual Syncing packets are registered here, and the class is here. To get my energy capability I simply Override getEnergy() in my superclass. You can see an examples of how I use TileEntityBase here, here and here.
  13. Or just make them smaller
  14. Sorry didn’t see
  15. Wrong thread mate?
  16. Latest = Testing new features, everything is probably not broken recommended = Stable release everything should work perfectly
  17. Running it yourself is super easy. And there are hundreds, probably thousands of tutorials on how to do it
  18. I’m happy to try and help with this, but it seems like a very big endeavour and possible waste of time because it already exists.
  19. One of the main reasons it’s not supported on these forums is to discourage people from using it. It’s really really old and I can’t think of any good reasons to keep using it. If u want a mod from 1.7 port it to the most recent version. You’ll learn modding along the way!
  20. You’d probably want to use a core mod to modify Minecraft’s world generator to only generate dirt
  21. You can use block models, look at the AssemblyTable in my mod. It takes up an area of 3x2x3 and renders multiple models inside that area. The larger bounding box is achieved with multiple blocks. https://github.com/Cadiboo/WIPTech/blob/master/src/main/java/cadiboo/wiptech/block/BlockAssemblyTable.java https://github.com/Cadiboo/WIPTech/blob/master/src/main/java/cadiboo/wiptech/client/render/tileentity/TESRAssemblyTable.java
  22. Hard to see from your code but I believe this is z-fighting, it’s pretty easy to fix. Just remove overlapping parts
  23. Can’t see anything wrong with your code but I’ve never done anything with doors. Try doing some debugging, adding print statements to see what gets called also a GitHub would be appreciated
  24. ... your still going to need the same amount of block state models have a look at BlockResourceBlock in my mod https://github.com/Cadiboo/WIPTech/blob/master/src/main/java/cadiboo/wiptech/block/BlockResourceBlock.java and how I have multiple variants with only one class https://github.com/Cadiboo/WIPTech/blob/master/src/main/java/cadiboo/wiptech/init/Blocks.java
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.