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Legenes

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Everything posted by Legenes

  1. You will still need to mess around with the block's model, when an item gets inserted into it, if you want to make it similar looking to the portal frame. Otherwise you won't. But most importantly, it should hold any item, or only one specific like the portal frame? Because the easiest way of doing this is to override the onBlockActivated() method, so it detects if it's clicked with your item and replace your block with an activated one. If thats what you want, I will be able to make an example for it.
  2. Is v-logo.png included in the mcmod.info's folder?
  3. Please don't change a post's topic. If you have a problem like that, than just make another post.
  4. EDIT: I was blind. Nevermind.
  5. It's literally on the top of the page. Click on the message, and read throug that post, if you want to know more, why.
  6. OMG, Thanks! Now the insertItem part is instant, and everything works as it should. ?
  7. In the gui it only loaded the inventory, everthing else was 0. Why? Not literally everything, but every variable that is needed to continue the progress after load. Like the furnace.
  8. The way my block works is that I'm searching for an Item in my custom recipe database. As it turned out, it was crappy, and I needed to reimplement it. Now the inserting itself is not instant, but it's about a quarter second (I can't see delay in log messages), and it's okay to me. Now I have another problem. When my tile calls onLoad(), it doesn't load any of the nbt, it only works after using the block itself. Is there any idea what's causing it? (P.S.: Now I save every variable into nbt.)
  9. I made some changes, and now these things are happening at the same time. But in the gui they still show late, and if I quit the gui, then I can't rightclick the block util it finishes "updating" it.
  10. Please clarify this. public void endProgress() { #<--- Here System.Out.PrintLn("Setting water"); waterLevel += currentGivenWater; if (waterLevel > 1000) waterLevel = 1000; #<--- Here System.Out.PrintLn("Inserting item"); (no delay) inventory.insertItem(4, new ItemStack(currentOutputItem, currentOutputCount), false); isWorking = false; progress = 45; #<--- Here System.Out.PrintLn("Complete"); (3/5 seconds in log) } EDIT: Then the server should just send the data. There is no need for the client to request it like this. Thanks, It's much simpler.
  11. wtf is this? You do not need this in any way.  Interestingly, I do. My tesr uses the block's properties to render, and if I don't send this packet, my tile won't work till' I use it. (After world load it wouldn't render the things that are set in the tile, like the progress variable. Defaultly it should be 45, but without this message it's 0) ItemStackHandler by default does not mark your tile entity for saving. You need to create an ItemStackHandler subclass which calls markDirty in onContentsChanged. Thanks, I'll try that. First: I see it poping up with late in the gui. Second: I used System.PrintLn at the end of the progress, and after the slot changed.
  12. As far as I can see, you need tons of different mods + their core mod. I think it might be easier for you to just download their launcher. https://pixelmonmod.com/downloads.php
  13. Your Core mod maybe outdated or too new to the extremeReactor's version, I think. It looks like a class in the core mod is moved / changed, and extreme reactors can't find it:
  14. TrainCarts and TCCoasters are SpigotMC plugins, so as you can see, and as @diesieben07 showed us, they won't work with forge. You would need a complete minecraft server for those mods plugins.
  15. So I made a block with a ticking tile entity, and a tesr. The problem is when it's done with the "work", it inserts the item in the output slot with an almost 3-5 second latency. My computer isn't lagging at all. Here's my code of the tileEntity: (please don't critise the setWork part and above, those are WIP) What am I doing wrong? Thanks for help!
  16. Oh, I thougth he wanted to make an entity like the 1.13 ones. Sorry ?.
  17. You didn't use the "f" variant to scale the image, you just created it. You should rescale what you drawn to that resolution.
  18. As I said, there is. You install forge. You install 5zig into a forge version of minecraft. Then drop liteloader + optifine into the mods folder.
  19. You need to have almost the same mods in the client as the server. If the server crashes, and you remove one of the mods, then you don't need the remove that one from the client too. If you remove one from the client however, then you should remove it from both.
  20. If you implemented your own entity already, then you just need to @Override the getLootTable method like this: @Override public ResourceLocation getLootTable() { return new ResourceLocation("[your loot table's position]"); } I use this site to generate the file: https://amaury.carrade.eu/minecraft/loot_tables (Note: if you want to have mod items in it, write them with their modid too. etc.: yourModID:yourModItem)
  21. 5zig is not a forge mod, it's a whole client modification. You can make a optifine5zig version, or a forge5zig version of your minecraft client if you like (asks at setup). I used it a while ago, not a big deal, but it's stable and looks good. The reason that it only has one download site, because it would'nt fit on the curseforge. I hope I helped!
  22. It's not working, but I think it's because OTG does not call the event. Maybe it's generation is different than the vanilla one. I think if I add a world generator myself (I didn't wanted but not a big deal), it will work. Thanks anyway! EDIT: Thanks @Draco18s, it worked with my own world generator code. Looks like OTG does not call that method. (Picture of the result: https://imgur.com/UyUkc6p)
  23. Which version of forge has this method? I can't find it within my Block's class. EDIT: my forge version is: 14.23.5.2796.
  24. Is your blockstate.json is something like this? Do you register the models correctly? Do you register the item model? EDIT: Is there a typo in one of the filenames or in the code? { "forge_marker": 1, "defaults": { "textures": { "all": "[your modid]:blocks/[your block]" } }, "variants": { "normal": { "model": "cube_all" }, "inventory": { "model": "cube_all" } } }
  25. Hi! I'm trying to make a block in my utility mod, that randomly generates another block from an array. My problem is that I use OpenTerrainGenerator for my "modpack" , so I don't need to write any worldGenerator. If it's placed via /setblock, /fill, or with hand, than it works fine. Is there a way to update this block without making a wGen for it? Thanks for helping!
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