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MrWisski

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  1. for anyone curious later, what the proper output looks like : for(int i = 0; i < Int.MaxValue(); i++){ Emoticon.Facepalm.Show();} NOW I see what you meant before...I kind of misread, sorry LOL That fixed it. Blocks now show perfect in the inventory. THANK YOU SIR. My sanity level can return to normal now. Knew it was something stupid like that.
  2. EYYYYYY whats up there pi? ModLayerStones.initModels(); is where it's called. Debugging output : [23:44:15] [main/INFO]: {CLIENT] [ModLayerStones.initModels] Initializing layer stone models... [23:44:15] [main/INFO]: {CLIENT] [BlockSoil.initModel] Registering variant : type=loam -- Meta : 0 @ agetech:blocksoil#inventory [23:44:15] [main/INFO]: {CLIENT] [BlockSoil.initModel] Registering variant : type=grass -- Meta : 1 @ agetech:blocksoil#inventory [23:44:15] [main/INFO]: {CLIENT] [BlockSoil.initModel] Registering variant : type=farmland -- Meta : 2 @ agetech:blocksoil#inventory [23:44:15] [main/INFO]: {CLIENT] [BlockSoil.initModel] Registering variant : type=clay -- Meta : 3 @ agetech:blocksoil#inventory [23:44:15] [main/INFO]: {CLIENT] [BlockSoil.initModel] Registering variant : type=peat -- Meta : 4 @ agetech:blocksoil#inventory I even dropped the "tileent" property...no change. [23:44:15] [main/INFO]: {CLIENT] [BlockSoil.initModel] Registering variant : type=sand -- Meta : 5 @ agetech:blocksoil#inventory [23:44:15] [main/INFO]: {CLIENT] [BlockSoil.initModel] Registering variant : type=silt -- Meta : 6 @ agetech:blocksoil#inventory
  3. That's just some debugging code for the info Log underneath it. The inventory (should) be applied with : ModelResourceLocation mrl = new ModelResourceLocation(state.getBlock().getRegistryName(), "inventory"); ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(state.getBlock()), this.getMetaFromState(state), mrl);
  4. I've read a lot of your posts here, so this might BE some of your code ROFL. As for the sloppy, yeah, I've changed a lot of things around, trying to get things to work. Once things ACTUALLY work, I can distill it down, get rid of the rest of the troubleshooting garbage/stuff from other tutorials that don't work/etc. Is there any way to assign textures inside the "inventory" variant of the blockstate json? I've tried various permutations, but none of them did anything useful. It seems like, somehow, inventory blocks are picking up everything except the property that assigns the texture.
  5. Check under "REGISTRATION CLASS", which contains ModLayerStones.initModels();
  6. I'm trying to get the swing of modding in 1.12, with my last modding experience back in 1.7.10. I've been following various tutorials, but I've run into an issue - probably because i'm mixing 1.8-1.11 ways of doing things with 1.12.2. I've been pounding my head against a wall FOR TWO DAYS (LOL), and I KNOW I'm missing something stupid and basic...but I can't seem to find it. I've got a metadata block, representing all the soil types I want to use. They work in the world perfectly. They *ALMOST* work in the inventory perfectly, except that they take on whatever texture i've got set in the "defaults" section of the blockstate .json file. I've reread every tutorial I can find, and still can't figure out what the heck i'm doing wrong here. My previous method had each soil type in its own separate block, and though cumbersome, it worked. I just can't figure out how to get property textures to apply in the inventory. There are no errors in the client log file, and NO FML-CLIENT log files (?!!?). I've read through most of the other posts regarding this issue, but they don't offer anything new, that I can see. the metadata BlockSoil block The ItemBlockSoil class registration class Registration event calls blockstates/blocksoil.json
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