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Posts
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Posts posted by MairwunNx
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5 minutes ago, Draco18s said:
You need to override that behavior.
How come I didn't find a line with FURNACE_BURNING in the class with a stove like this, may be
LIT_FURNACE
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3 minutes ago, Draco18s said:
Потому что это то, что делает ванильная печь: когда она горит, она заменяет собой Blocks.FURNACE_BURNING
what i can it make?
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Hi, i make furnace, I rewrote the vanilla furnace class. But when i put eat and coal, my furnace change to vanilla furnace, but with burn effect, what fix it? i can give video
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2 minutes ago, Cadiboo said:
did you read the article and/or anything you were told? As a general rule, if your item doesn't have subtypes its metadata is 0. Not 1 and definitely not null (Are integers even allowed to be null?)
I feel a little stupid. :), If it doesn't have subtypes and I return 0, then I shouldn't have the second block?
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16 minutes ago, Cadiboo said:
I try call getMetadata() and return null or 0 or 1, it's not work or i stupid?
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4 hours ago, Cadiboo said:
setMetadata(<value>) sets the data
How it use? please
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I need help please
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3 minutes ago, Draco18s said:
You shouldn't have even needed to try.
For on, the method parameters are well labled and for two, the third parameter already being passed has a getMetadata() call. GOSH I WONDER WHAT THAT IS FOR.
Ok, sorry i don't understand it's ?
For on, the method parameters are well labled and for two, the third parameter already being passed has a getMetadata() call.
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1 minute ago, Draco18s said:
You told the game that your subblocks are stack size 0 (and thus, air). I don't think that's what you wanted.
yes, i already it understand when i put 2
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1 minute ago, diesieben07 said:
I have no idea what your question is.
Sorry, i use google translate. Then how do I make a wall with what I have?
It is fully working and visible, but I interfere with the extra block.
I also try replace code:
public void getSubBlocks(CreativeTabs itemIn, NonNullList<ItemStack> items) { for (BlockWall.EnumType blockwall$enumtype : BlockWall.EnumType.values()) { items.add(new ItemStack(this, 1, blockwall$enumtype.getMetadata())); } }
on:
public void getSubBlocks(CreativeTabs itemIn, NonNullList<ItemStack> items) { for (BlockWall.EnumType blockwall$enumtype : BlockWall.EnumType.values()) { items.add(new ItemStack(this, 0, blockwall$enumtype.getMetadata())); } }
But it remove all my wall blocks of tab. But walls available on game with help recipes or command give.
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23 minutes ago, diesieben07 said:
- Problematic code, issue 1, 2, 10. You need to fix these.
- BlockWall has an implementation of getSubBlocks that is not suitable for your block. Extending BlockWall is not the way to go.
Ok :(, but what is fix with out BlockWall, and with my bad block register.
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UPD: i fixed naming, i make, all norm, but ... tow block still is.....
left - normal, right also normal, but with out texture and still is.
two block caused: 100%
Block modelBlock
Logs: debug.log
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15 minutes ago, diesieben07 said:
From the code you posted it is not possible to know why.
https://github.com/MairwunNx/mnxemeralds-1.12.2 see, but But i already given you the code for that one.
Updated log: debug.log
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14 minutes ago, diesieben07 said:
I have no idea what you are saying.
Two blocks? What are they called? Post logs.
Yes, two blocks, called equally, 1 block - tile.emerald_wall.name, 2 block tile.emerald_wall.name
Logs:debug.log
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47 minutes ago, diesieben07 said:
You need to pass in the Block you want the wall to resemble. In your case: Emerald.
in hand:
no normal \ normal https://imgur.com/a/qBKx8Bn
but i see two blocks (left normal, right no normal)
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15 minutes ago, diesieben07 said:
- Problematic code, issue 10 and 14.
- modelBlock tells BlockWall it's properties (like hardness, resistance, etc.), that's all.
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Show more of your code.
yes, but what put to modelBlock? BlockWall not work, and other blocks not work.
in BlockWall class i find it:
But, what is it blockMaterial? It's don't work.
More code:
emeraldwall class:
package com.mairwunnx.mnxemeralds.blocks; import net.minecraft.block.Block; import net.minecraft.block.BlockWall; public class emeraldwall extends BlockWall { public emeraldwall(String name, float resistance, float hardness, Block modelBlock) { super(modelBlock); setUnlocalizedName(name); setRegistryName(name); setResistance(resistance); setHardness(hardness); this.useNeighborBrightness = true; setLightLevel(20.0F); } }
blockregister class:
package com.mairwunnx.mnxemeralds.registers; import com.mairwunnx.mnxemeralds.blocks.*; import net.minecraft.block.Block; import net.minecraft.block.BlockStairs; import net.minecraft.block.BlockWall; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.block.model.ModelResourceLocation; import net.minecraft.item.Item; import net.minecraft.item.ItemBlock; import net.minecraftforge.fml.common.registry.ForgeRegistries; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import static com.mairwunnx.mnxemeralds.mnxemeralds.defaultModTab; public class blockregister { public static Block KEY = new emeraldhardblock("emerald_hard_block").setCreativeTab(defaultModTab); public static Block KEY1 = new emeraldfence("emerald_fence", 13.5F, 20.0F).setCreativeTab(defaultModTab); public static Block KEY2 = new emeraldhalfslab("emerald_slab", 13.5F, 20.0F).setCreativeTab(defaultModTab); public static Block KEY3 = new emeraldstairs("emerald_stairs", 13.5F, 20.0F, KEY.getDefaultState()).setCreativeTab(defaultModTab); public static Block KEY4 = new emeraldwall("emerald_wall", 13.5F, 20.0F, ???).setCreativeTab(defaultModTab); public static void register() { setRegister(KEY); setRegister(KEY1); setRegister(KEY2); setRegister(KEY3); setRegister(KEY4); } @SideOnly(Side.CLIENT) public static void registerRender() { setRender(KEY); setRender(KEY1); setRender(KEY2); setRender(KEY3); setRender(KEY4); } private static void setRegister(Block block) { ForgeRegistries.BLOCKS.register(block); ForgeRegistries.ITEMS.register(new ItemBlock(block).setRegistryName(block.getRegistryName())); } @SideOnly(Side.CLIENT) private static void setRender(Block block) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), "inventory")); } }
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Just now, diesieben07 said:
Show what you tried.
package com.mairwunnx.mnxemeralds.blocks; import net.minecraft.block.Block; import net.minecraft.block.BlockWall; public class emeraldwall extends BlockWall { public emeraldwall(String name, float resistance, float hardness, Block modelBlock) { super(modelBlock); setUnlocalizedName(name); setRegistryName(name); setResistance(resistance); setHardness(hardness); this.useNeighborBrightness = true; setLightLevel(20.0F); } }
it's Emerald Wall class.
But, i don't know as call emeraldwall method.
public static Block KEY4 = new emeraldwall("emerald_wall", 13.5F, 20.0F, ??? ).setCreativeTab(defaultModTab);
? ? ? - I do not know what argument to put, i try other blocks, e.g KEY1 (is emerald_hardness_block), But then in the tab with the mod, I have two blocks.
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I need help
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Hi guys! I fixed the fence myself, but why can't I make a wall like fence? The method super offers me a model Block, but I do not understand what to write?
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1 minute ago, Cadiboo said:
Oh all good aha I was just confused
Okey
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9 hours ago, Animefan8888 said:
Вы можете взглянуть на мой компрессор Shard, в котором используется пользовательская система рецептов, которую я позже буду использовать для использования формата json. В целом фактический код печи является беспорядком и делается намного проще с помощью кузнечного дополнения, IItemHandler. Это значительно упрощает код, который вы должны записать в методе обновления.
Okey, i will be see thx dude
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10 hours ago, Cadiboo said:
Допустим, посмотрите на некоторые мотивы с открытым исходным кодом. Конструкция Тинкеров, мэканизм приходят на ум. Minecraft By Example - отличный ресурс
thanks
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1 hour ago, Draco18s said:
Step 1: look at what vanilla did
Step 2: copy what vanilla did
Step 3: make desired changes
Now, vanilla did do some right dumb shit in a few places (such as using two different blocks for the furnace, while its possible to use only one), but you can get most of the way to what you want with this process. The main issue is that you'll need to override shouldRefresh in your TileEntity class and return true only when your TE should be destroyed/recreated fresh.
Hi, thx for help, i try make steps 1 - 3. But are there ready-made solutions to the normal (not shit vanilla) stove?
How make custom furnace?
in Modder Support
Posted
ok, i change it on KEY5 (emerald_furnace), but when i put eat and coal it change to vanilla