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nov4e

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Everything posted by nov4e

  1. Well, now I'm working on a IFluidTankProperties but how can i return that it only can take water in canFillFluidType and canDrainFluidType???
  2. Do I have to implement other classes in the tile entity class for store data?
  3. What is that?
  4. 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.
  5. I tested everything and seems that removing works.
  6. 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); } } } }
  7. @Override public void setDamage(ItemStack stack, int damage) { if(damage > 1) { stack.setItemDamage(damage); } }
  8. so how can I set that a item does not break?
  9. Hello. Does exist a @SubscribeEvent that makes the item break when has durability 0? If yes how its called?
  10. How can I get podzol blockstate correctly? For now I tried : Blocks.DIRT.getStateFromMeta(BlockDirt.DirtType.PODZOL.getMetadata() Thank you.
  11. 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?
  12. Or just an example from a mod would be useful
  13. 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".
  14. 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?
  15. If you are making a crafting table why you take the code from the dispenser? Just take the crafting table one.
  16. Basically replace a block with another block.
  17. 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?
  18. https://github.com/nov4e/Exa/tree/master/src/main/java/exa_resources/forge/processing
  19. done. Basically its the same thing it does not work.
  20. @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?
  21. So I do have to do this checks after checking if the player is sneaking? What do you mean with breakpoint?
  22. I actually registered it with a @EventBusSubscriber. Maybe do I have to register it via MinecraftForge.EVENT_BUS.register(listener);
  23. 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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