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tubi_carrillo

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Everything posted by tubi_carrillo

  1. Ok so, the problem was that I set the material of my block to be rock (Material.ROCK) and it was meant to be broken without the need of any other items. I changed it and it was solved, thanks for the fast responses.
  2. I just found out, that I could actually get the item. The thing is that very time I tried before, I did it bear-handed (for the time being, I only tried with a pickaxe).
  3. I see now, thanks for clarifying that. I searched through the logs, but there were no errors related to this. So I guess that too. Could this be a problem related to having a lot of block states? Vanilla doesn't have different loot tables for each block state, so I don't think this could be the case. Otherwise, I don't see what else could be the problem nor how to fix it.
  4. It says so in the documentation: https://mcforge.readthedocs.io/en/1.15.x/items/loot_tables/#registering-a-modded-loot-table I know, I've tried that too and did not work for me. Could it be something about the file itself?
  5. Let's say my block is called mod_block for a new_block mod. According to the documentation, Forge says I should use "LootTableList.register(new ResourceLocation("new_block", "mod_block"))" asuming that "mod_block" is a json file inside /assets/new_block/loot_tables/mod_block.json. The problem is that this method does not exist, and I've seen a lot of solutions stating that instead, just place the loot table under /data/new_block/loot_tables/blocks/ as one would do for a datapack, without the need of writing code (on a side note, I've tried placing it just under loot_tables/ too). Doing so, does not work for me, having a loot table like this. I have looked at vanilla loot tables, and most (if not all) look like that. So why does Forge still have the instruction of using that method if it does not exist, and that location if it's suggested to do it under another one? Is there something else I need to add, so that Forge recognizes that loot table? (at least, it does recognize a recipe for that block under data/recipes/).
  6. I forgot to use .get() after the instance, and was obviously getting an error. Thank you both for the fast responses!
  7. How do I get the instance of my block so that I can set the render layer? Should I just instanciate a new one?
  8. I haven't, I'm guessing I should specify it inside when registering the block? or is it inside the block class?
  9. Everything related to the mod works perfectly, the problem comes when my added block (which is an extended version of a repeater, and reuses it's textures except for the top) is rendering the transparent parts of the lit redstone torch. I have the same part of the json file, with the correct uv mappings for said torches. The following, is the json file for the vanilla repeater. I will exclude unrelated parts of the model, so that it doesn't become hard to read, and because I don't think the issue is with the json file per se. { "ambientocclusion": false, "textures": { "particle": "block/repeater_on", "slab": "block/smooth_stone", "top": "block/repeater_on", "lit": "block/redstone_torch" }, "elements": [ /* ignore the "top" part of the model */ , /* here starts the movable torch (for delay) */ { "from": [ 7, 7, 6 ], "to": [ 9, 7, 8 ], "faces": { "up": { "uv": [ 7, 6, 9, 8 ], "texture": "#lit" } } }, { "from": [ 7, 2, 5 ], "to": [ 9, 8, 9 ], "faces": { "west": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" }, "east": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" } } }, { "from": [ 6, 2, 6 ], "to": [ 10, 8, 8 ], "faces": { "north": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" }, "south": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" } } }, /* here starts the unmovable torch */ { "from": [ 7, 7, 2 ], "to": [ 9, 7, 4 ], "faces": { "up": { "uv": [ 7, 6, 9, 8 ], "texture": "#lit" } } }, { "from": [ 7, 2, 1 ], "to": [ 9, 8, 5 ], "faces": { "west": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" }, "east": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" } } }, { "from": [ 6, 2, 2 ], "to": [ 10, 8, 4 ], "faces": { "north": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" }, "south": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" } } } ] } And here's my json file: { "ambientocclusion": false, "textures": { "particle": "block/repeater_on", "slab": "block/smooth_stone", "top": "extendedrepeaters:blocks/extended_repeater_1min_1max_comparator_on", "max": "block/cyan_wool", "lit": "block/redstone_torch" }, "elements": [ /* mod parts */, /* movable torch */ { "from": [ 7, 7, 6 ], "to": [ 9, 7, 8 ], "faces": { "up": { "uv": [ 7, 6, 9, 8 ], "texture": "#lit" } } }, { "from": [ 7, 2, 5 ], "to": [ 9, 8, 9 ], "faces": { "west": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" }, "east": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" } } }, { "from": [ 6, 2, 6 ], "to": [ 10, 8, 8 ], "faces": { "north": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" }, "south": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" } } }, /* unmovable torch */ { "from": [ 7, 7, 2 ], "to": [ 9, 7, 4 ], "faces": { "up": { "uv": [ 7, 6, 9, 8 ], "texture": "#lit" } } }, { "from": [ 7, 2, 1 ], "to": [ 9, 8, 5 ], "faces": { "west": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" }, "east": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" } } }, { "from": [ 6, 2, 2 ], "to": [ 10, 8, 4 ], "faces": { "north": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" }, "south": { "uv": [ 6, 5, 10, 11 ], "texture": "#lit" } } } ] }
  10. Noted, sorry for the redundancy. Once again, thanks for the help!
  11. Thanks! As for the Forge wrapper: If there isn't one, how does that affect my intention to make a new command? I'm not entirely sure how wrappers work. Should I use the new system directly or there is a way to approach that with Forge specifically? Thanks again.
  12. It's my first time trying to do a mod, and i know my way around Java (also, I'm working with Eclipse). The problem is that by following what appear to be old tutorials (for minecraft versions 1.12 and below) people usually create their java class and extend from CommandBase (some from the interface ICommand or something, but most people don't believe it's necessary). CommandBase is imported from net.minecraft.command.CommandBase, though I'm not sure if it's the forge's version (for minecraft 1.13.2) that changed how to work with commands or maybe it's me, missing some files. The only options I get for net.minecraft.command are: CommandSource, Commands, CommandException and ICommandSource. Sorry if this is not the correct way to ask, or the right place. If it's not, I would appreciate guidance. Thanks for any help.
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