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TaeoG

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  1. I guess the more straightforward question is, is there a way to sync the SavedData from the server to the client?
  2. The proof of concept works! Thank you both for the advice. My only complaint is that since the data is server side, If I want to cancel a RightClickBlock event based on the stored data, its only blocked serverside and the right click appears to work for just a moment before it syncs up again. Is there some way I can make it work properly on both sides?
  3. what are the pitfalls? I'm worried there is infinite edge cases from block placer/breaker machines from various mods like create that would make this approach untenable
  4. If I have, for example, a Minecraft:cake item with an nbt on it, and I'd like to be able to place the cake block in the world, and have that nbt available when interacting with the block or to put back on the item if the block is broken and retrieved, can it be done? If I understand correctly, I can only put nbts on a block entity, but is there some way I can sneakily get similar functionality on a block? Maybe storing its information into metadata on the chunk when its placed or something like that?
  5. thanks for the resources, I'll check them out asap. Question still kinda remains though, is this working as intended?
  6. The ItemCraftedEvent only fires when I shift-click the result in the crafting table. When I looked closer, the event is fired in ResultSlot.checkTakeAchievements, but not when you take the result without shift-click Is this intended? I'd like to append an NBT to the result if certain conditions are met, but it won't work like this.
  7. If there is a datapack altering these tags, would it be loaded before or after this event?
  8. Ah that's a bummer, but not terribly surprising. My hope was to find all items that meet certain criteria, like having something in their recipe, and put those items in a tag. I can do it by hand of course but it gets unwieldy.
  9. Is it possible during the GatherDataEvent event to do things like iterate through the recipes of another mod that you have as a dependency?
  10. hmmm, the forge docs for 1.15 mention the Forge Blockstate format in passing, but I now see that link on that page is broken. Let me rephrase the question then, how would I achieve this with the multipart format, or another format? I avoided multipart because it doesn't look like I can set the textures in the blockstate file
  11. Hi there, Is it possible to mix the property definition and variant definition syntax in a Forge Blockstate? For example, I have a block that has three properties: Boolean "outer" Boolean "inner" Integer "state", from 0 to 4 The block model it corresponds to has a base texture, and an overlay texture. The base texture is one of two textures and is chosen by the "inner" property alone The overlay texture, however, can be one of 10 possible options, which is chosen by combining the "outer" and "state" properties As I understand it, Forge Blockstates have two syntax, either by defining each property independent of each other { "forge_marker": 1, "defaults" : { "textures": { "outerTex": "mod:blocks/out_default", "innerTex": "mod:blocks/in_default" }, "model": "mod:blockmodel" }, "variants": { "outer": { "true": {}, "false": {} }, "inner": { "true": { "innerTex": "mod:blocks/in_other" }, "false" : {} } "state": { "0": {}, "1": {}, "2": {}, "3": {}, "4": {} } } } or by defining variants individually { "forge_marker": 1, "defaults" : { "textures": { "outerTex": "mod:blocks/out_default", "innerTex": "mod:blocks/in_default" }, "model": "mod:blockmodel" }, "variants": { "[outer=true, inner=true, state=0]": [{}], "[outer=true, inner=false, state=1]": [{}], //etc etc, not really certain of the syntax for this type of declaration } } Is it possible to combine these somehow to allow me to define "[outer=x, state=y]" variants, and have the "inner" property defined by itself, and let forge combine those in the background?
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