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Megaton_216_

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Posts posted by Megaton_216_

  1. Hi, I was trying to replace the furnace crafting recipe and change the tag to a custom one from my mod. For some reason though, it isn't working and I have no idea why.

    I'm putting the furnace recipe in data\minecraft\recipes, and my tag is in data\sus\tags\items\flints.

     

    this is the recipe and tag:

    {

    "type": "minecraft:crafting_shaped",

    "pattern": [

    "###",

    "# #",

    "###" ],

    "key": {

    "#": { "tag": "sus:flints" }

    },

    "result": { "item": "minecraft:furnace" }

    }

     

    tag:

    {

    "replace": false,

    "values": [

    "minecraft:stone",

    "minecraft:cobblestone",

    "sus:limestoneb",

    "sus:limestoned",

    "sus:limestonek",

    "sus:limestonel",

    "sus:limestonem",

    "sus:limestoner",

    "sus:limestonet" ]

    }

  2. A while ago I made a tool that cycles through blockstates on fabric. I am trying to do the same thing in forge but I get this error:

    java.lang.IllegalArgumentException: Cannot set property IntegerProperty{name=decor, clazz=class java.lang.Integer, values=[0, 1, 2, 3]} as it does not exist in Block{null}

     

    I'm not sure what the error is in my code so im asking for help

     

    My code:

     

    import net.minecraft.block.Block;
    import net.minecraft.block.BlockState;
    import net.minecraft.state.IntegerProperty;
    import net.minecraft.state.StateContainer;

    public class DecorableBlock extends Block{
        
        public static final IntegerProperty DECOR = IntegerProperty.create("decor", 0, 3);
            
        public DecorableBlock(Properties properties) {
            super(properties);
            setDefaultState(getStateContainer().getBaseState().with(DECOR, 0));
        }

        protected void appendProperties(StateContainer.Builder<Block, BlockState> stateContainer) {
            stateContainer.add(DECOR);
        }
    }

  3. 7 minutes ago, diesieben07 said:

    The note color here has nothing to do with the block model.

    You need a different model per block state, which is exactly what the fence does.

    Ok I know I need a different model but I don't understand why the fence would be a good reference. It does change the model but I dont think the directional boolean properties help since all my block would do is depend on if the player right-clicked.

  4. 4 minutes ago, diesieben07 said:

    Look at how vanilla makes block states use different models, (e.g. look at FenceBlock).

    I dont want the blockstate to be dependent on direction.

    4 minutes ago, Beethoven92 said:

    Have you tried looking at vanilla blocks that have similar behaviour? For example the redstone lamp, that change its texture based on its state (lit = false/true), or the respawn anchor (1.16) that has 5 possible different states depending on its charge. Keep in mind that the number of states a block can assume is limited. For anything that could exceed that limit you will need a tile entity.

    Yeah I think NOTE_0_24 which is for the different note pitches is most like what im trying to do. It has multiple states that cycle. I just dont know how it affects the note color and I think that would be what I need.

  5. 20 minutes ago, DaemonUmbra said:

    In the context of 1.13 or later this appears to be the count of mods in a single jar as indicated by the jar's mods.toml (only if it's more than one).

    In the context of older versions I don't know and don't care to look it up

    Oh ok that's pretty insignificant lol. Thanks.

  6. 16 minutes ago, diesieben07 said:

    Show how you have defined your tag.

     

    In mymod/tags/blocks

     

    {

        "replace": false,

        "values": [

            "mymod:newstonea",

            "mymod:newstoneb",

            "mymod:newstonec",

            "mymod:newstoned",

            "mymod:newstonee",

            "mymod:newstonef",

            "mymod:newstoneg"

        ]

    }

  7. I'm trying to make my own stone_pickaxe recipe that uses a tag in place of cobblestone. The problem is that the recipe doesn't actually work when I run the game and I don't know why.

     

    code for the new recipe:

    {

    "type": "minecraft:crafting_shaped",

    "pattern": [

        "XXX",

        " # ",

        " # "

    ],

    "key": {

        "#": {

            "item": "minecraft:stick"

        },

        "X": {

            "tag": "mymod:stones"

        }

    },

    "result": {

        "item": "minecraft:stone_pickaxe"

    }

    }

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