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DragonITA

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Posts posted by DragonITA

  1. Hi, i have see a mod that have a really very nice block texture, and i am wonder that i not have see any pixels in the chest. The only Art type i know that don‘t use Pixel is vector art, but as Minecraft is a pixel based game: Can i create a vector art texture and use it in a Mod? I have see this post (https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/resource-pack-discussion/2268466-a-beginners-guide-to-vector-based-textures), but this is for resource packs (i not really think that anyone from Minecraft forum want make a tutorial for modding, and if yes, i not know if forge support this), not for modding. So not am sure if it was the same for mods. Thanks for reading!

  2. 15 hours ago, treblotmail said:

    However, in my environment, the ModelRenderer.class doesn't even have the addBox method

    Try to update to the last mappings versions. 

    15 hours ago, treblotmail said:

    Is there a way to get around that or is using .cubeList.add() completely wrong?

    Yes, here is no more a cubelist, but you simply can use the add function.

  3. 7 hours ago, Blazesword2008 said:

    I'd like to learn how to make a portal block for 1.15.2 for a custom dimension you create. I would also like to know in addition how to make an Item that lets you spawn the portal when you right click on the frame. I want this portal to be like the nether portal.

     

    I would really like if you could help. Thanks! :D 

    First try to read vanilla tile entity of a target model/example (So EnderPortalBlock tile entity or the tile entity of a NetherPortalBlock). Hope this will help you. Else you can extends of the two classes and just override some methods and functions

  4. 46 minutes ago, Jae said:

    Hello, I am trying to create a crossbow item for my mod but do not know how, I am using 1.15.2.
     

    See the Minecraft Vanilla code, it will help you to make one, else you can create a class and then extends the vanilla crossbow. 

  5. 7 hours ago, GreatWolf said:

    For example, create greenery after an atomic strike (that is, generate a world with new blocks and possibly buildings)

    I not thin this is possible, but you can or teleport the player in this Dimension and then say it was a new World, or try to replace all structures, blocks, mobs, dimensions and biomes with your, but this was the same as reload the entire game, so let‘s say you go into the world, after 15 min (not for me, but here are players that it was so) you want to play minecraft, but then you re-need to wait, but this time 25 min (depends on what you want to add in your new Dimension). This is what i mean, if it was false so say it me.

  6. 7 hours ago, GreatWolf said:

     

    Creating a completely new world without standard biomes. For example, create greenery after an atomic strike (that is, generate a world with new blocks and possibly buildings)

    You need then Dimension, else a new World would be too complicated. Yes, you can make a custom Dimension with custom Biomes. If you want to make a World in the Space for example the world would be limited. I am sure that mods such Spacecraft and etc use Dimensions with custom Biomes, for making so that you think it was a new world. If you want to make mini planets in the sky or space, then this is more structure and others thing.

  7. 14 hours ago, Beep said:

    I've looked at the onBlockActivated method in the vanilla crafting table, but i'm not sure how much of it applies and what changes I need to make. So far, I've copy/pasted the onBlockActivated() method into my block's class, as well as the getContainer() method and ITextComponent field since they are both needed for onBlockActivated, and it almost recreated the vanilla crafting table but whenever I click on the block the inventory closes instantly. Progress, but not quite where I need to be.

     

    My current tasks are:

    -figure out how to keep the crafting GUI from closing instantly when it is opened

    -figure out how to create a new crafting GUI rather than the pre-existing crafting table

     

    See/read this:

    On 11/29/2019 at 10:06 AM, diesieben07 said:

    Anything that can produce a PNG. I can recommend GIMP as a free software.

     

    There are a few parts to a GUI:

    • A Screen class (use your IDE to look at Minecraft's ones)
    • It's texture (Minecraft's ones are in assets/minecraft/textures, again use your IDE)
    • If you need an inventory in the GUI as well:
      • A Container class
      • Your Screen needs to be a ContainerScreen.
      • You need to register your screen with ScreenManager.
      • You need to open your screen using NetworkHooks.openGui on the server.

     

  8. Yes, can you update your mod? If you need help and would ask the forum, then you will see that you can‘t do it as 1.12.2 is outdated. Then the mobs simply looks really good, i like this. But you still can leave this for others that want use this in a modpack. Hope this feedback will help you.

  9. 2 minutes ago, VenelALEX said:

    Hey there! I am trying to grow my own seeds in Minecraft 1.14.4. Altough that after hours of research I couldn't find any helpful articles, documentations and videos about these topic.

    Does anyone have any previous experience or documentation?

    This is my source-code (It's a little bit of a mess don't judge me )

     

    https://github.com/AlexanderBrenner/BetterTobaccoMod

     

    The main problem is, that the textures of the different Grow-stages aren't displayed ingame. (I Think) I have added all required .JSON files in the models.block and the blockstate folders. The textures could be found in textures.block. I am not sure if anything is wrong with the .JSON files or if i made a mistake in the "TobaccoPlant.java". Blockid is registered as tobacco_plant.

     

    Could anyone help with this problem?

    I not have work with seeds, but i know a middle good documentation: Vanilla code. Now really, if you really want to make custom seeds so just see how Vanilla it does.

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