Krissy
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Posts posted by Krissy
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13 minutes ago, ChampionAsh5357 said:
1.12.2 is not supported here. You should update to 1.15.2 at the very least if you would like to receive support.
A shame, since Im playing with a mod only made to 1.12.2 - and the owner dont have the time to update it to 1.15....
Is the other places, where I can ask abut 1.12? -
I have been following an tutorial on adding a custom block to a mod.
But when the game starts I cant see the block and /give doesnt work either....
My code:package com.krissy.tutorial.blocks; import com.krissy.tutorial.Main; import com.krissy.tutorial.init.ModBlocks; import com.krissy.tutorial.init.ModItems; import com.krissy.tutorial.util.IHasModel; import net.minecraft.block.Block; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.block.material.Material; import net.minecraft.item.Item; import net.minecraft.item.ItemBlock; import java.util.Objects; public class BlockBase extends Block implements IHasModel { public BlockBase(String name, Material material){ super(material); setUnlocalizedName(name); setRegistryName(name); setCreativeTab(CreativeTabs.BUILDING_BLOCKS); ModBlocks.BLOCKS.add(this); ModItems.ITEMS.add(new ItemBlock(this).setRegistryName(this.getRegistryName())); } @Override public void registerModels() { Main.proxy.registerItemRenderer(Item.getItemFromBlock(this), 0, "inventory"); } }
package com.krissy.tutorial.init; import com.krissy.tutorial.blocks.BlockBase; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import java.util.ArrayList; import java.util.List; public class ModBlocks { public static final List<Block> BLOCKS = new ArrayList<Block>(); public static final Block ARTWORK_BLOCK = new BlockBase("artwork_block", Material.CLOTH); }
package com.krissy.tutorial.util.handlers; import com.krissy.tutorial.init.ModBlocks; import com.krissy.tutorial.init.ModItems; import com.krissy.tutorial.util.IHasModel; import net.minecraft.block.Block; import net.minecraft.item.Item; import net.minecraftforge.client.event.ModelRegistryEvent; import net.minecraftforge.event.RegistryEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; @Mod.EventBusSubscriber public class RegistryHandler { @SubscribeEvent public static void onItemRegister(RegistryEvent.Register<Item> event){ event.getRegistry().registerAll(ModItems.ITEMS.toArray(new Item[0])); } public static void onBlockRegister(RegistryEvent.Register<Block> event){ event.getRegistry().registerAll(ModBlocks.BLOCKS.toArray(new Block[0])); } @SubscribeEvent public static void onModelRegister(ModelRegistryEvent event){ for (Item item : ModItems.ITEMS) { if(item instanceof IHasModel) { ((IHasModel)item).registerModels(); } } for (Block block : ModBlocks.BLOCKS) { if(block instanceof IHasModel) { ((IHasModel)block).registerModels(); } } } }
blockstates/artwork_block.json:{ "variants": { "normal": { "model": "tutmod:artwork_block" } } }
models/blocks/artwork_block.json:{ "parent": "block/cube_all", "textures": { "all": "tutmod:blocks/artwork_block" } }
models/item/artwork_block.json:{ "parent": "tutmod:block/artwork_block" }
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I like playing with the mod TekTopia and it crashes the game, if you have placed beds from other mods in a "tektopia structure"...
So I would like to find all Beds in all mods (except vanilla beds) and disable, that minecraft sees it as a bed....
Can you help med with how I search though mods and check (change) the blocks....
Torch original code?
in Modder Support
Posted
I have been reading in this forum, and often the suggestion is to look at how minecraft made it....
But how do I get the code?
Right now Im interested in how the torch was made...