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Hi I'm not talking about a crafting handler for example a machine, a crafting handler for the vanilla crafting system (should work for modded crafting tables that uses Mojang's crafting handler). And using Json formatting will not work as my idea will be working with NBT of items. And if I would use Json with a unique item for each operation I would end up with at the minimum 2432902008176640000 different items and recipes, not ideal. Let's say I want a handler (as an example) for when I place a Shulker Box together with any ItemStack in the crafting window: The resulti
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1.14.4 - How to make a crafting recipe to NOT mirror?
Simon_kungen replied to Kikoz's topic in Modder Support
Umm, how does your recipe look like? Is there a reason it needs to be mirror selective? In real life most things doesn't care whenever its mirrored or not, only the weak force care as far as we've discovered. -
[1.14.4] TESR Selective Rectanle texturing
Simon_kungen replied to Simon_kungen's topic in Modder Support
I could really need some help with this, it just doesn't make sense to me. -
[1.14.4] TESR Selective Rectanle texturing
Simon_kungen replied to Simon_kungen's topic in Modder Support
My initial thought was to look at how the End Portal was rendered because it is invisible from the bottom, but that only confused me more. In EndPortalTileEntityRenderer.java it has a bunch of if statements for the different directions which is compared to a final variable in EndPortalTileEntity.java for Direction.UP: EndPortalTileEntity.java ... @OnlyIn(Dist.CLIENT) public boolean shouldRenderFace(Direction face) { return face == Direction.UP; } EndPortalTileEntityRenderer.java ... if (tileEntityIn.shouldRenderFace(Direction.SOUTH)) { -
Hi As seen from this video the applied texture (coloured walls) is on both sides, I don't want that. How would I go about making so the texture is only on the outer side? My idea was to give the "plates" depth by adding a second plate on the inside too but reversed, so I only need to texture two of the four sides of a plate (make it slightly more efficient). Later I also plan on making the plates transparent at times such as when holding a tool, and if I have all sides textured it would end up looking wonky with double layers both being transparent. Cur
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Hmm, alright. My plan is for other mods to use their crowbar for my blocks. Railcraft is a good example who adds a crowbar, hopefully, it's in the right place from the get-go.
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Hi Tags are great, but I can't find a proper tag list for common modded tag names. Example: I have my own wrench and crowbars and I have my blocks use the tag where my tools are listed, but until now I have just guessed what other modders are most likely going to use: forge/tags/items/crowbars.json { "replace": false, "values": [ "intercraftcore:white_crowbar", "intercraftcore:orange_crowbar", "intercraftcore:magenta_crowbar", "intercraftcore:light_blue_crowbar", "intercraftcore:yellow_crowbar", "intercraftcore:lime_crowbar", "intercr
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So there is no way of doing it without a TileEntity?
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Hi What I want is not a TileEntitySpecialRender, but a renderer for my block. A TileEntity is overkill and would only result in unnecessary lag as it will be used as a building block, a special render on the client for my block would suffice. My question is how I would go about that in 1.14, from creating a rendering class and attaching it to the client to tell it to render this on my block. This cannot be done with JSON files as far as I can tell. This render needs to be dynamic with animations and such, a lighting bolt coming off of it from time to time for example.
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[1.14.4] TileEntityItemStackSpecialRenderer (TEISR)
Simon_kungen replied to Simon_kungen's topic in Modder Support
Umm, looks like you've done exactly as I did. Can you only attach it when you register an item and initializes it in the same line? LARGE_GLASS_JAR = new ItemSingleStackGlassContainer(new Item.Properties().setTEISR(() -> () -> SingleStackGlassContainerItemRender.INSTANCE),"large_glass_jar",0.01f); I register my items by creating a static variable and then add that variable to a list that registers all the entries when filled. -
Alright, added this: @Nullable @Override public CompoundNBT getShareTag(ItemStack stack) { IItemHandler handler = stack.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).orElseThrow(NullPointerException::new); CompoundNBT nbt = new CompoundNBT(); nbt.putInt("Slot",0); handler.getStackInSlot(0).write(nbt); return nbt; } @Override public void readShareTag(ItemStack stack, @Nullable CompoundNBT nbt) { ItemStack readStack = ItemStack.read(nbt); IItemHandler handler = stack.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).orElseThrow(NullPoi
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Hi My item has ItemHandler capability, which works fine. But one of the things I have when storing a item on the capability is overring the translation key with the contained stack's translation key. The problem is that this will only sync when opening the item again. I need to send a message to the client with the new contained stack which I do not know how to do. I don't know which ItemStack I need to change on the client when the container is closed. My item needs to have two capabilities attached to it. One is the Forge ItemHandler Ca
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[1.14.4] TileEntityItemStackSpecialRenderer (TEISR)
Simon_kungen replied to Simon_kungen's topic in Modder Support
Other mods I can find add their TEISR directly in the item constructor (which crashes the server). But doing the same I at least expect it to do something while in Single Player. -
[1.14.4] TileEntityItemStackSpecialRenderer (TEISR)
Simon_kungen replied to Simon_kungen's topic in Modder Support
Hmm... nothing seems to be happening here. Is there some vanilla items that use TEISR I can look at? I can't find any which implies TEISR is a Forge addition to the game and not native to vanilla Minecraft.