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Everything posted by LicaSkelecario

  1. this block conect 2 block name:BFinale package net.mcreator.testnt.block; import net.minecraftforge.registries.ObjectHolder; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.api.distmarker.OnlyIn; import net.minecraftforge.api.distmarker.Dist; import net.minecraft.world.storage.loot.LootContext; import net.minecraft.world.IBlockReader; import net.minecraft.util.math.BlockPos; import net.minecraft.item.ItemStack; import net.minecraft.item.ItemGroup; import net.minecraft.item.Item; import net.minecraft.item.BlockItem; import net.minecraft.client.renderer.RenderTypeLookup; import net.minecraft.client.renderer.RenderType; import net.minecraft.block.material.Material; import net.minecraft.block.SoundType; import net.minecraft.block.BlockState; import net.minecraft.block.Block; import net.mcreator.testnt.TestntModElements; import java.util.List; import java.util.Collections; @TestntModElements.ModElement.Tag public class BfinaleBlock extends TestntModElements.ModElement { @ObjectHolder("testnt:bfinale") public static final Block block = null; public BfinaleBlock(TestntModElements instance) { super(instance, 17); } @Override public void initElements() { elements.blocks.add(() -> new CustomBlock()); elements.items .add(() -> new BlockItem(block, new Item.Properties().group(ItemGroup.BUILDING_BLOCKS)).setRegistryName(block.getRegistryName())); } @Override @OnlyIn(Dist.CLIENT) public void clientLoad(FMLClientSetupEvent event) { RenderTypeLookup.setRenderLayer(block, RenderType.getCutout()); } public static class CustomBlock extends Block { public CustomBlock() { super(Block.Properties.create(Material.ROCK).sound(SoundType.GROUND).hardnessAndResistance(1f, 10f).lightValue(0).notSolid()); setRegistryName("bfinale"); } @Override public boolean isNormalCube(BlockState state, IBlockReader worldIn, BlockPos pos) { return false; } @Override public boolean propagatesSkylightDown(BlockState state, IBlockReader reader, BlockPos pos) { return true; } @Override public List<ItemStack> getDrops(BlockState state, LootContext.Builder builder) { List<ItemStack> dropsOriginal = super.getDrops(state, builder); if (!dropsOriginal.isEmpty()) return dropsOriginal; return Collections.singletonList(new ItemStack(this, 1)); } } }
  2. I can't use a blockstate well the only thing that I can do a bit is to make variants which generate random blocks and when we destroy it they remain the same and rotate them a bit too but the thing where I have the most difficulty understanding and where I have a lot of error is (true false) or more for example, I tested something with snow and I often have errors like this the result obviously gives me the block without texture 3:20.41 [Server-Worker-6/WARN] [minecraft/ModelBakery]: Unable to load model: 'testnt:block/bloc_1' referenced from: testnt:bloc_2#: java.io.FileNotFoundException: testnt:models/block/bloc_1.json 33:20.41 [Server-Worker-6/WARN] [minecraft/ModelBakery]: Exception loading blockstate definition: 'testnt:blockstates/bfinale.json' in resourcepack: 'Mod Resources' for variant: 'snowy=false': Unknown blockstate property: 'snowy' 33:20.41 [Server-Worker-6/WARN] [minecraft/ModelBakery]: Exception loading blockstate definition: 'testnt:blockstates/bfinale.json' in resourcepack: 'Mod Resources' for variant: 'snowy=true': Unknown blockstate property: 'snowy' 33:20.41 [Server-Worker-6/WARN] [minecraft/ModelBakery]: Exception loading blockstate definition: 'testnt:blockstates/bfinale.json' missing model for variant: 'testnt:bfinale#' { "variants": { "snowy=false": {"model": "testnt:block/b_middle"}, "snowy=true": {"model": "testnt:block/b_top"} } } I tested with many others as the direction still true and false I would like to know if he has someone who knows about it who could know how to use better in detail I use Mcreator to code this I know but it's also to learn a little more modding
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