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Finiox

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  1. @Draco18s @DavidM so I am walking across one more problem and that is that the `isFullCube` and `isOpaqueCube` are both not in the `Block` class anymore. I am developing for 1.14.3.
  2. @Draco18s thanks I also remodeled the block but your methods there are deprecated and I searched thru the `Block` class and can't find a way for entities to walk inside of the block like you can do with a cauldron. I'm guessing its the `isFullCube` override but this is deprecated. So where would I find documentation for this to get the right methods and properties
  3. Hello, So I created a block where it's model is copied from the cauldron and I altered it in a program called "Blockbench" which was listed on the minecraft wiki but when I open it ingame the block registers it as a "full block" and removed things like transparency (it seems). Blockbench render: ] Minecraft render: So the 2 main problems are that the glass is not transparent. Which is weird because I copied textures from a normal glass block in paint.NET and the top is transparent. And the other one is have the block below it turns into an transparent block which is logical because it's face isn't drawn because it has a full block above but I want to prevent this. So what approach do I need to make this "fish tank" into a block like the cauldron with the same hitboxes? Thanks in advance! Code:
  4. Ah thanks. I didn't see the `getInstance` whoops
  5. First I am making a new topic on this because I feel like forge has changed a lot since 1.13 and a lot isn't the same as all the tutorials out there. So back in the days I always wanted to make (minecraft) mods, now some years later I am finally a professional programmer so I thought let's take another shot at it in my free hours. I've watched some tutorials with forge 1.13 and up and I noticed that a lot of these guys keep static references everywhere which in my opinion is very bad practice. For example if you would develop for Android then a static reference will almost always fall out of context at some point and cause crashes. I watched these tutorials and started making a starter mod with some basic item(s). This is how I initialize the mod which is nothing special but then I have an `ItemList` class where I would keep all my items which I init from the EventBusSubscriber. Then I get an instance of every item within it's class so I can keep item properties like group in it's own class to keep my code organized. I hate it when I would have to put half of the settings within the class and the others in ItemList. So for the more experienced modders out there. What do you think about below approach and how could I improve it. Also I would like to know more about how you guys did it. I feel like the documentation is really outdated and incomplete. Code below: @Mod("xiocraft") public class XioCraftMod { public static XioCraftMod instance; public static final String ID = "xiocraft"; private static final Logger LOGGER = LogManager.getLogger(); public XioCraftMod() { instance = this; FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup); FMLJavaModLoadingContext.get().getModEventBus().addListener(this::clientRegistries); MinecraftForge.EVENT_BUS.register(this); } private void setup(final FMLCommonSetupEvent event) { } private void clientRegistries(final FMLClientSetupEvent event) { } @Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD) public static class RegistryEvents { @SubscribeEvent public static void registerBlocks(final RegistryEvent.Register<Block> event) { } @SubscribeEvent public static void registerItems(final RegistryEvent.Register<Item> event) { ItemList.register(event); } } } public class ItemList { public static Item dough; public static Item lahmacun; public static void register(final RegistryEvent.Register<Item> event) { event.getRegistry().registerAll( dough = DoughItem.getInstance(), lahmacun = LahmacunItem.getInstance() ); } } public class DoughItem extends Item { public static final String ID = "dough"; public DoughItem(Properties properties) { super(properties); } public static Item getInstance() { return new DoughItem( new Item.Properties() .group(ItemGroup.FOOD) ) .setRegistryName(new ResourceLocation(XioCraftMod.ID, DoughItem.ID)); } }
  6. Sorry, after picking it the first time out of the crafting table it shows up in the crafting helper. So to edit my question: How do I make it show in the crafting helper before hand or is this not implemented yet?
  7. So I did this. Create a empty json file under `resources/data/minecraft/recipes/bread.json` and it works. But I think this also broke something in the crafting GUI that worked before. So if I remove the minecraft folder then my custom crafting shows up in the crafting helper. Right now it doesn't like you can see. Before the "Uncooked Dough" (reason why I wanted to remove bread recipe) is not there anymore. Is this an forge bug or did I do something wrong myself?
  8. So with the changes to crafting and smelting how would I remove an existing minecraft crafting recipe. For example I want to remove the recipe for bread. Normally this would require 3 wheat in a row. But I want to be able to remove it. While we are at it, how would I override this recipe. So the new one will be 3 wheat diagonally? Thanks!
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