Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

FuturisticLux

Members
  • Joined

  • Last visited

  1. Ok, facing wasn't the property i needed to use, I now use each direction as a boolean property. new cable blockstate JSON: { "forge_marker": 1, "defaults": { "textures": { "all": "engineerstech:blocks/cable_low_end" }, "model": "engineerstech:block/cable", "uvlock": true }, "variants": { "": [{ "textures": { "all": "engineerstech:blocks/cable_low_end" }, "model": "engineerstech:block/cable", "uvlock": true }], "north": { "true": { "model": "engineerstech:block/cable_extend" } }, "east": { "true": { "model": "engineerstech:block/cable_extend", "y": 90 } }, "south": { "true": { "model": "engineerstech:block/cable_extend", "y": 180 } }, "west": { "true": { "model": "engineerstech:block/cable_extend", "y": 270 } }, "up": { "true": { "model": "engineerstech:block/cable_extend", "x": 90 } }, "down": { "true": { "model": "engineerstech:block/cable_extend", "x": 270 } } } } It indicates that the blockstate should provide a model for each combination of booleans. What I understand from the documentation the use of forge states should automate the combinations, example: if both up and down are true then both should be aplied.
  2. The exception keeps hapenning. And I don't understand when you must use forge blocksates instead of vanilla minecraft blocksates.
  3. When i try to start minecraft it keeps telling me that a model is missing for facing variants but the variants have an existing model. This is the error in the log: "cable" BlockState JSON: { "forge_marker": 1, "defaults": { "textures": { "all": "engineerstech:blocks/cable_low_end" }, "model": "engineerstech:block/cable", "uvlock": true }, "variants": { "": [{ "textures": { "all": "engineerstech:blocks/cable_low_end" }, "model": "engineerstech:block/cable", "uvlock": true }], "facing": { "north": { "model": "engineerstech:block/cable_extend" }, "east": { "model": "engineerstech:block/cable_extend", "y": 90 }, "south": { "model": "engineerstech:block/cable_extend", "y": 180 }, "west": { "model": "engineerstech:block/cable_extend", "y": 270 }, "up": { "model": "engineerstech:block/cable_extend", "x": 90 }, "down": { "model": "engineerstech:block/cable_extend", "x": 270 } } } } "cable_extend" model JSON: { "textures": { "particle": "engineerstech:blocks/cable_low_end", "end": "engineerstech:blocks/cable_low_end", "side": "engineerstech:blocks/cable_low_side" }, "elements": [ { "from": [6,6,16], "to": [10,10,10], "faces": { "down": { "uv": [6,6, 16,16], "texture": "#side" }, "up": { "uv": [6,6, 16,16], "texture": "#side" }, "north": { "uv": [6,6, 10,10], "texture": "#end" }, "south": { "uv": [6,6, 10,10], "texture": "#end" }, "west": { "uv": [6,6, 16,16], "texture": "#side" }, "east": { "uv": [6,6, 16,16], "texture": "#side" } } } ] } my project repository: https://github.com/FuturisticLux/engineerstech
  4. Sorry, I am an idiot. I was creating an OreBlock instead ob my CableBlock. It works now, thank you
  5. I changed my Cable class to this: public class CableBlock extends Block{ public static final AxisAlignedBB BASIC_AABB = new AxisAlignedBB(4, 4, 4, 12, 12, 12); public static VoxelShape shape; public CableBlock(Properties properties) { super(properties); shape = VoxelShapes.create(BASIC_AABB); } @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { return shape; } @Override public VoxelShape getRenderShape(BlockState p_196247_1_, IBlockReader p_196247_2_, BlockPos p_196247_3_) { return shape; } @Override public VoxelShape getCollisionShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { return shape; } } The shape of the block in game hasn't changed.
  6. I am trying to implement a cable block, I have made a model that is smaller than a full block but when I place it it doesn't render the ground or any adjacent block sides. Here is a link to my project: https://github.com/FuturisticLux/engineerstech Model: { "textures": { "all": "minecraft:block/glass" }, "elements": [ { "from": [4,4,4], "to": [12,12,12], "faces": { "down": { "uv": [4,4, 12,12], "texture": "#all" }, "up": { "uv": [4,4, 12,12], "texture": "#all" }, "north": { "uv": [4,4, 12,12], "texture": "#all" }, "south": { "uv": [4,4, 12,12], "texture": "#all" }, "west": { "uv": [4,4, 12,12], "texture": "#all" }, "east": { "uv": [4,4, 12,12], "texture": "#all" } } } ] } BlockState: { "forge_marker": 1, "defaults": { "textures": { "all": "minecraft:block/glass" }, "model": "engineerstech:block/cable", "uvlock": true }, "variants": { "": [{ "textures": { "all": "minecraft:block/glass" }, "model": "engineerstech:block/cable", "uvlock": true }] } } I am registering it like this: registerBlock(new OreBlock(Block.Properties.create( Material.GLASS ).hardnessAndResistance(3, 3).sound( SoundType.GLASS ).variableOpacity()), "cable"); public static Block registerBlock(Block block, String name) { BlockItem itemBlock = new BlockItem(block, new Item.Properties().group(EngineersTechTab.instance)); block.setRegistryName(name); itemBlock.setRegistryName(name); ForgeRegistries.BLOCKS.register(block); ForgeRegistries.ITEMS.register(itemBlock); return block; }

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.