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IcedReaper

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About IcedReaper

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    Tree Puncher
  1. Thanks for the hint. As I'm not that experienced with the model definitions I had to look some up, but I got it to work. I now use the following model (if someone has the same problem) { "parent": "block/block", "textures": { "all": "icedresources:blocks/base_block" }, "elements": [ { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "tintindex": 0 }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "tintindex": 0 }, "south": { "uv": [ 0, 0, 16, 16 ],
  2. Hi, I'm trying to dynamically color blocks (Metal Blocks). It works fine for items (ingots, dust, etc) but it sadly doesn't work for blocks. I'm having these events: @SubscribeEvent public static void colorItems(final ColorHandlerEvent.Item e) { ItemColors colors = e.getItemColors(); ModuleCore.materials.forEach((materialName, materialDefinition) -> { materialDefinition.parts.forEach((part, item) -> { if(item instanceof BaseItem) { Item i = (Item) item; // This works as
  3. Hi, I'm trying to make a mod and would like to setup the recipes for some of it's items based on some conditions (mainly if mods are present) and currently I'm failing. I tried to register the recipe outside of the runData task, but as I don't have the Generator it's not possible or I'm still doing it wrong, or at least I don't know how to. I can create the static recipes in the runData task, but then they're always available, regardless if they should be available or not. And registering the default recipes and then using CraftTweaker to disable the cr
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