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Brbcode

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Everything posted by Brbcode

  1. is there any way to detect that I am holding an item or blockitem? and if I stop holding it? How get held item: Item heldItem = Minecraft.getInstance().player.getHeldItemMainhand().getItem();
  2. On your blockstate { "variants": { "": { "model": "ultagem_mod:block/ultagem_block" } } }
  3. How can I make a custom block that ignores collisions with the player?
  4. I have a cube similar a log where the side of cube have a texture while top and down has another diferent texture. When I put the block axis change depending on where the player looks rotating the block. Blocksate: { "variants": { "axis=y": { "model": "modid:block/blockid" }, "axis=z": { "model": "modid:block/blockid", "x": 90 }, "axis=x": { "model": "modid:block/blockid", "x": 90, "y": 90 } } } Is possible archive the "rotation" of block without change texture direction? (See images attached) My first idea was: Three diferent blocks One blockstate: { "variants": { "axis=y": { "model": "modid:block/blockid" }, "axis=z": { "model": "modid:block/blockid_z", "x": 90 }, "axis=x": { "model": "modid:block/blockid_x", "x": 90, "y": 90 } } } And three diferents model.block.<modid>.json where I select the textures. Exist any better way to archive this?
  5. I want create several textures to my mod and I want get the default textures from Minecraft to edit them with photoshop. Anyone knows how can I get these textures? Solve by Angercraft "C:\Users\<Username>\AppData\Roaming\.minecraft\versions\<version.jar>\minecraft\textures" Open jar file like a zip and see and extract files.
  6. I have spent some time immersed in the minecraft code and I have managed to learn slightly how the redstone system works. PART ONE The fisrt part is to add and manage properties of your custom block. To add a property we have to declarate de property itself, initialize and overload fillStateContainer. //Step 1: declaration public static final IntegerProperty POWER = BlockStateProperties.POWER_0_15; //, public static final IntegerProperty POWERED = BlockStateProperties.POWERED; //... //In your Custom Block Class Constructor (Initialize) this.setDefaultState(this.getDefaultState().with(POWER, 0).with(POWERED, true));//How many properties as you want //Last Step @Override public void fillStateContainer(StateContainer.Builder<Block,BlockState> builder) { super.fillStateContainer(builder); builder.add(POWERED,POWER);//How many properties as you want } We can change the property value overloading event method like "OnBlockAdded", "OnRemplaced", "neighborChanged" To change the value of a property we need the World, BlockState and BlockPos state = state.with(POWER, Integer.valueOf(15)) //State:BlockState world.setBlockState(pos, state, 2);//world:World && pos:BlockPos PART TWO The second part allow other blocks to recognize that has power or if it is a power source. To archive this we have to overload two or three methods of "net.minecraft.block.Block" @Override public boolean canProvidePower(BlockState state) ... @Override public int getStrongPower(BlockState blockState, IBlockReader blockAccess, BlockPos pos, Direction side) ... @Override public int getWeakPower(BlockState blockState, IBlockReader blockAccess, BlockPos pos, Direction side) ... Example Visit: https://github.com/Brbcode/BrbMod
  7. Hello again Now it's works thank you mate.
  8. I want do a crafting recipe for my custom block, so I create a json file in package assets.<modid>.recipes But when I start the game I can't craft it so the question is: what am I doing wrong? { "type": "minecraft:crafting_shaped", "pattern": [ "BMR" ], "key": { "B": { "item": "minecraft:oak_log" }, "M": { "item": "minecraft:iron_ingot" }, "R": { "item": "minecraft:redstone" } }, "result": { "item": "mymodid:myblock" } }
  9. Mmm.. I can do a map<axis,pair<direction>>. Good idea I like it.
  10. It's a shame, thank you I think i will do a for with all direction values and test each one with my axis and save block on vector or something similar.
  11. I want get the value of two BlockPos, the first one would correspond to the positive value of the axis while the second would correspond to the negative value of the axis. Is any short way to archive this? ________ -> axis -> _____________ | second_block -> pos -> first_block | ------------------------------------------------- I have the following vars: Wold world; BlockPos pos; //Position of block that i want apply the offset. Direction.Axis axis; //The axis that specifies the orientation of block.
  12. I've been writing my own capabilities lately, and I'm not sure what should I do to archive a interaction with my block and redstone wire, levers, buttons, etc... Any info is welcome.
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