Everything posted by nov4e
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Cauldron as a Tank?
Well, now I'm working on a IFluidTankProperties but how can i return that it only can take water in canFillFluidType and canDrainFluidType???
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Cauldron as a Tank?
Do I have to implement other classes in the tile entity class for store data?
- Cauldron as a Tank?
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Cauldron as a Tank?
Hello, I maded a custom cauldron extending the block to BlockCauldron and setting the water level with blockstate like in vanilla. The problem is that other mods' buckets cannot put the water in it beacuse it has to be a tank block. My questions are: How can I do that? Do I need a TileEntity? If yes should I use blockstate levels? Thanks for reading.
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[1.12.2] Item breaks when has durability 0 event
I tested everything and seems that removing works.
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[1.12.2] Item breaks when has durability 0 event
I changed it a little bit: @Override public void setDamage(ItemStack stack, int damage) { if(stack == new ItemStack(this)) { if(damage < stack.getItem().getMaxDamage()) { if(damage > 1) { super.setDamage(stack, damage); } } } }
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[1.12.2] Item breaks when has durability 0 event
@Override public void setDamage(ItemStack stack, int damage) { if(damage > 1) { stack.setItemDamage(damage); } }
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[1.12.2] Item breaks when has durability 0 event
yes
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[1.12.2] Item breaks when has durability 0 event
so how can I set that a item does not break?
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[1.12.2] Item breaks when has durability 0 event
Hello. Does exist a @SubscribeEvent that makes the item break when has durability 0? If yes how its called?
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How to get podzol blockstate
How can I get podzol blockstate correctly? For now I tried : Blocks.DIRT.getStateFromMeta(BlockDirt.DirtType.PODZOL.getMetadata() Thank you.
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[1.12.2] JEI category with 1 input & 1 output
I tried to make a category and i registered it and it not shows in-game. Here are the classes: https://github.com/nov4e/Exa/tree/master/src/main/java/exa_resources/forge/compat/jei/ground_digging Also how can I initialize the ground digging recipes?
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[1.12.2] JEI category with 1 input & 1 output
Or just an example from a mod would be useful
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Removing Vanilla Stuff???
Well, when you execute the command /give in game, you need to put "minecraft:the_item_you_want" right? Well, forge consider minecraft as a mod so the minecraft modid is simply "minecraft".
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mod with addon mods
You need to set the build path with the original mod and set it as a dependency in your @Mod class. Are you using Eclipse or IntelliJ?
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Making a mod and need help with features
If you are making a crafting table why you take the code from the dispenser? Just take the crafting table one.
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[1.12.2] Drop an itemstack to a player doesnt work
yes
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[1.12.2] Drop an itemstack to a player doesnt work
Basically replace a block with another block.
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[1.12.2] Drop an itemstack to a player doesnt work
Thank you @loordgek for your reply!! I finally fixed it. I will fix the item registry and i will give a look to string comparing. Thank you? Can I ask 1 more thing? How can I set a block to another block?
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[1.12.2] Drop an itemstack to a player doesnt work
https://github.com/nov4e/Exa/tree/master/src/main/java/exa_resources/forge/processing
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[1.12.2] Drop an itemstack to a player doesnt work
done. Basically its the same thing it does not work.
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[1.12.2] Drop an itemstack to a player doesnt work
@Cadiboo Yes, I coded it with Mod.EventBusSubscribe using a static void. I just said if i try the other method will it work? @loordgek So basically I have to run the debug client, right?
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[1.12.2] Drop an itemstack to a player doesnt work
So I do have to do this checks after checking if the player is sneaking? What do you mean with breakpoint?
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[1.12.2] Drop an itemstack to a player doesnt work
I actually registered it with a @EventBusSubscriber. Maybe do I have to register it via MinecraftForge.EVENT_BUS.register(listener);
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Removing Vanilla Stuff???
You can just hide every item doing: for(Item i : ForgeRegistries.ITEMS) { if(i.getCreatorModId(new ItemStack(i)).equals("minecraft")) { i.setCreativeTab(null); } } That means for every item in forge, if the item has the modid "minecraft" it will set the item's creative tab to null.
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