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AmeliaLotus

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Everything posted by AmeliaLotus

  1. I feel a little better about this then, for sure. Thank you for your help! At the very least, I've learned quite a bit about API's and how to use them. Thanks!
  2. ItemMultiTexture requires two blocks and a String array for the meta names. Sorry, but that makes no sense as to why I'd use that here. Looks like I'm just going to give up the Metadata thing... No one even uses it anymore(Shown by the fact that only a few people on this forum understand Metadata in the first place)... I'll just be happy with what I've got on LightMod and call it good. I appreciate your help! I've learned quite a bit doing this for the past few days. Thank you!
  3. You're confusing me by telling me to look at the type hierarchy for ItemBlock. That's just "Item". Inside item, it's the same issues. Code is below to how I reached this point. I know I have to switch "lighted_glass_block" with something, but I don't really know how I'd do it. Metadata is just so difficult, I would've been done by now if I just made a separate block for all 16... CommonProxy.registerBlockWithCustomItem(blockGlassLight, new ItemMetaBlock(blockGlassLight), "lighted_glass_block");
  4. So I "Cheated" and copied your ItemOreBlock class... it works ! Now I just need to find a way to name them... They're all named with the same exact name ... Now how would I even go about fixing that.... Hmmmm
  5. Yeah. That was my bad. Used MODID instead of "lighted_glass_block. Here's some updated code: //Easy Register everything with CommonProxy(Server) and ClientOnlyProxy(Client) blockGlassLight = new LightedGlassBlock(Material.GLASS); CommonProxy.registerBlockWithCustomItem(blockGlassLight, new ItemBlock(blockGlassLight), "lighted_glass_block"); //Call forth the proxy events! MinecraftForge.EVENT_BUS.register(proxy); This gives no errors, the item textures are FINALLY working, but they're all an identical block when placed(the item textures are appropriately working, however). They're all the white block instead of multi-colored. Also, I have absolutely no idea how to name each of them in my en_US.lang if they're all the exact same name in the Item list. Meta data in F3 when hovering over each block placed is all color=white... so it's not giving me all the blocks that BlockColored places?
  6. At this point, I'm just entering random things and trying it out. Here's my main class: https://pastebin.com/0fLSYYSi Here's my console error: https://pastebin.com/dAcuTEyK I even used comments to show you how I did the other ones. Maybe I'm just really screwing things up in my main class... (Probably the issue here...) And blocks don't show up anymore. Just the purple/black again. EDIT: WOOPS. I set the registryName to MODID instead of "lighted_glass_block" ... Still gives me an error for the items, and only gives me 16 of the exact same block instead of multiple variants... (Each and every item-instance gives me a white lighted block (perfectly textured on the block but not the item!)
  7. That's the whole error. { "parent": "block/cube_all", "textures": { "all": "blockstatetraining:blocks/lighted_glass_block" } } That's my model json { "variants": { "color=white": { "model": "blockstatetraining:lighted_glass_white" }, "color=orange": { "model": "blockstatetraining:lighted_glass_orange" }, "color=magenta": { "model": "blockstatetraining:lighted_glass_magenta" }, "color=light_blue": { "model": "blockstatetraining:lighted_glass_lightblue" }, "color=yellow": { "model": "blockstatetraining:lighted_glass_yellow" }, "color=lime": { "model": "blockstatetraining:lighted_glass_lime" }, "color=pink": { "model": "blockstatetraining:lighted_glass_pink" }, "color=gray": { "model": "blockstatetraining:lighted_glass_gray" }, "color=silver": { "model": "blockstatetraining:lighted_glass_lightgray" }, "color=cyan": { "model": "blockstatetraining:lighted_glass_cyan" }, "color=purple": { "model": "blockstatetraining:lighted_glass_purple" }, "color=blue": { "model": "blockstatetraining:lighted_glass_blue" }, "color=brown": { "model": "blockstatetraining:lighted_glass_brown" }, "color=green": { "model": "blockstatetraining:lighted_glass_green" }, "color=red": { "model": "blockstatetraining:lighted_glass_red" }, "color=black": { "model": "blockstatetraining:lighted_glass_black" } } } This is my blockstate json. It all works perfect if I used RegisterBlock (Items don't work, of course...), and if I use BlockWithItem then it all breaks.
  8. I thought so! That was my first try, but it doesn't load the blocks nor the items correctly. Exception loading model for variant blockstatetraining:blockstatetraining#color=cyan for blockstate "blockstatetraining:blockstatetraining" It works with RegisterBlock, just not RegisterBlockWithItem...
  9. How do I use the -withVariant version if I don't technically have any 'variant' to give it? I am simply extending BlockColored and the other "RegisterItems" doesn't seem to work at all.
  10. Alright, so I have attempted (to the best of my ability) to register with your api. I get no error, but the blocks aren't showing anymore. https://pastebin.com/XTuBCxSf Here's the github for all of the code! EDIT: I figured out that it's just not running the registerBlocks and registerItems SubscriberEvents. Fun...
  11. If I just copy pasted into my Client and Common proxies, would I need your API files, such as IMetaLookup, MeshDefinitions, etc? It's a whole lot of files for a little register item thing...
  12. Truthfully, I've never done dependencies or tried modifying someone's entire class codes to fit mine. It just never works. But I tried, and failed miserably...Now I have to redo everything by downloading on GitHub because I don't have a clue what broke...
  13. I ended up scrapping it since it broke the entire thing after messing with it. Back to the drawing board for registering this entire thing... Do you happen to have anywhere to point me to as a tutorial for registering the item textures for this situation?
  14. This code should be having no problems register the item stack from the metadata And yet this code in the json: Doesn't even work for "textures". I made sure to re-read forge documentation as well. No errors at all. This should 100% work... the Blocks work perfectly, just not the items in your hands.
  15. I cannot believe I just made a rookie mistake like that. I'm used to initials and for some reason I went with a full name this time... Thanks a whole bunch!
  16. Even just erasing the forge_marker doesn't seem to do anything... Still, I had forgotten that I am Technically using vanilla versions of the BlockColored class.
  17. I went ahead and uploaded the entire src to GitHub-> https://github.com/AmeliaLotus/BlockStateTraining The console error that's relevant is here: https://pastebin.com/7eKu4LM1 Yes, my blockstates are found in assets/bst/blockstates and the file name is identical to the registry name. As defined by this line of code: public static final Block LIGHTED_GLASS_BLOCK = new LightedGlassBlock("lighted_glass_block", Material.GLASS);
  18. The vanilla and forge blockstate documention is super easy to follow, and I already understood most of it, due to using it in my mod "LightMod"... Though the blockstate doesn't seem to work with my new BlockColored block. So I tried my best to rewrite the json's... However, I am getting an error that's almost the same. Basically says "I'm looking for #color=white, and you're giving me [color=white] Also, there should be a way to write the blockstate.json to where I can completely skip the models.json portion, right? Let's assume I keep all of the default metadata for BlockColored and create a new block from it... an example.json that I looked at is this->https://pastebin.com/fFtfPEnJ So instead of trying that, since it apparently was not doing anything, I changed it up and made it similar to a simpler variant blockstate... this->https://pastebin.com/ycAntGth Neither work. It MIGHT not be the .json files unless I have to code something differently. This also means I have a whole lot more to learn than what I can learn from the previous examples... Help?
  19. How do I set up a block with Meta data if I can't use the EnumColor? Is it automatic when setting up a block that extends BlockColored? Sorry, minecraft modding is still somewhat new to me especially with metadata... EDIT: Getting an error: Exception loading model for variant blockstatetraining:lighted_glass_block#color=white for blockstate "blockstatetraining:lighted_glass_block
  20. Right. I understood that actually. (except the serializes to disk part.. but I am pretty sure I know what you mean) The problem I'm having is that I'm extending BlockColored .. I'll pastebin link you to show you how... Pastebin1: https://pastebin.com/vAGwaMq9 So I'm trying to make the blockstate in the form of Meta data, instead of how I've always done it. Perhaps the json is where I've messed up... I have different textures for each and every metadata variant ("Color"), as well as a default state just in case. Pastebin2: https://pastebin.com/mKb7ycG0 Any ideas on how I'd fix this ?
  21. It's not helping with Blockstate/Meta data at all... I have new code and the meta data seems to work, but none of the textures are linking, whether it's the item or block...
  22. So I did the config stuff ... and the config button still can't be clicked in the forge mods section... Am I missing something? Maybe I need to add more than what GreyGhost has? EDIT: It gave an error. I fixed it. It works now. Thanks! EDIT2: I don't think he shows how to do EnumColor like wool does... All that should be required is some sort of EnumColor property... Unless I really don't know what I'm talking about at all...
  23. I cannot believe someone finally used COMMENTS in their code to explain what the heck is going on! Thank you!!!
  24. Use the CMD line to do this. Find your directory that has the build.gradle file in it, and use "cd [put the directory here]" and then "gradlew build". Super simple. You can find the finished file in the build/libs folder.
  25. I've looked in quite a few places where people are using Config files, as well as beautiful blockstates... but I cannot understand a single thing... All I'm looking for is a tutorial on learning how to do a simple configuration file (to enable and disable any block you create), as well as learning how to do Blockstates like you would for wool. I want to be able to dye my block any of the 16 colors simply by using dye. I don't want to have to create hundreds of recipe changes for each and every one (256 combinations for each block I want to make) Is there anywhere I can start learning this? My current mod-code is listed on my GitHub here: https://github.com/AmeliaLotus/LightMod
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