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GammaS_

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Everything posted by GammaS_

  1. Hi All! I have been working to try and get metadata items working, as my mod is going to have a lot of different crafting items, and that is quite a few JSON files. So I have got it so more than 1 item appears in the creative tab from 1 item, but they are showing as nothing, not even the default no texture texture, and they have the same name "item.test_material.name". So I was hoping that somebody could shed some light and whereabouts I am going wrong. Registering Item Models: My test_material.json: Hmm, not sure what else you would need to look at really, but here is a link to my Github Repo if you need anything else: https://github.com/Lurmey/geological-expansion/tree/master/GeologicalExpansion/src/main Edit: This is what is called when I do .registerModels(), where it passes through the item and the item inserts itself into the call of this function:
  2. Couple of things I can see with the given code: I cannot see anywhere you are calling registerItemModel() Are you sure you are calling ModBlocks.init() before the registry events? Have you got a Github Reop, where I can look at all of your code?
  3. Can you show me where you are calling setRegistryName() for each of your blocks?
  4. Thanks! That has worked fantastically!
  5. For my mod, I want to get rid of all the stone blocks in the normal generation and generate my own new stone blocks, different ones for different biomes and such. I have thought about creating a new dimension, un-registering the normal overworld and registering mine in its place. I was wondering if this the best solution, or is there an easier way that I am missing? Thanks, James
  6. I am currently using onItemUse() @Override public EnumActionResult onItemUse(EntityPlayer player, World worldIn, BlockPos pos, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ) { if (!worldIn.isRemote) { IBlockState block = worldIn.getBlockState(pos); // CHECK AND SEE IF THE PLAYER IS HOLDING A DUST IN THEIR OFF HAND System.out.println("Pan right clicked!"); if (block == Blocks.WATER.getDefaultState() || block == Blocks.FLOWING_WATER.getDefaultState() || block == Blocks.GRASS.getDefaultState()) { System.out.println("Used on water"); if (RecipeHolder.getPanningRecipe(player.getHeldItemOffhand()).get(0) != ItemStack.EMPTY) { System.out.println("Recipe found!"); ItemStack offHand = player.getHeldItemOffhand(); List<ItemStack> recipe = RecipeHolder.getPanningRecipe(offHand); // The player has enough of the dust in their hand if (offHand.getCount() >= recipe.get(0).getCount()) { System.out.println("Recipe input confirmed!"); offHand.shrink(recipe.get(0).getCount()); for (int i = 1; i < recipe.size(); i++) { worldIn.spawnEntity( new EntityItem(worldIn, pos.getX(), pos.getY() + 1, pos.getZ(), recipe.get(i))); } return EnumActionResult.SUCCESS; } } } } return EnumActionResult.FAIL; } Grass is in there so I could test the other functionality, and it works, but water does not work. I am assuming this is because you interact through water so it never detects the water block but what is behind it. So how would I check for water? Thanks, James
  7. Say I am creating a mod that has a lot of content, and I want to separate the mod into different "modules" to allow for complexity to be added if you wanted, but allow the other mods to function correctly without one of the "modules" For example: Core - Base Mod Power - Having the machinery run off of power World-Gen - Having different blocks generate into the world How would I go about connecting and detecting these mods or "modules" together? How would I make the "modules" to function differently depending on what "modules" are currently installed?
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