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1 NeutralAbout Linky132
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Linky132 started following [SOLVED] How do I upload my project to Github?, [1.16.5] How do I set entity attributes?, (1.16.2) Making a new capability (3) and and 2 others
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Hi, could anyone tell me how to set entity attributes for my custom mob, please? I copied the code that most of the vanilla mobs use, but judging from the log, it doesn't seem to be working. I found this post, but it appears to be out of date. Thanks.
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I figured it out. I had the render type set to translucent, when what it should have been on was cutout. Thanks for the help.
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I could be wrong, but I think you might need to add this code in the constructor: FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup); And you may need to change the setup method to non-static.
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Also, the texture doesn't glitch when the dust is in a straight line, or when it's in its dot form (not the '+' shape).
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Unfortunately, that didn't work, it still glitches. Any other ideas?
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Hi, I'm trying to make a dust-like block for my mod, so I copied the redstone dust class and assets (don't attack me, I'll change them) to a new class. However, when I place my block in the world, the texture glitches, as if the block is clipping. It's not z fighting, because I raised the model way off the ground and it still glitched. The vanilla redstone dust isn't glitched either. This is what the block looks like: Thanks.
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I actually figured it out just before you posted this, but thanks anyway!
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[1.16.4] How do I make a block connect with adjacent blocks?
Linky132 replied to Linky132's topic in Modder Support
Thanks, that actually really helped. I think I've got it now! -
I managed to sort it out with some help, but thanks anyway!
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[1.15.2] Armor Model Not Registering To Armor
Linky132 replied to Somonestolemyusername's topic in Modder Support
Sorry I didn't reply sooner, I was busy. I'm glad you got the problem sorted out. I had a look at the code, but I can't find the new problem, sorry. Oh, and I didn't steal your code, don't worry. Although, I couldn't have used it, since like ChampionAsh said, your code is All Rights Reserved by default. -
Hi, I'm trying to make a partly transparent block, but the areas that are supposed to be transparent are just black. Block class: package linky132.waywardcraft.common.block; import net.minecraft.block.Block; import net.minecraft.block.BlockState; import net.minecraft.block.Blocks; import net.minecraft.block.material.Material; import net.minecraft.entity.LivingEntity; import net.minecraft.item.ItemStack; import net.minecraft.state.EnumProperty; import net.minecraft.state.StateContainer; import net.minecraft.state.properties.BlockStateProperties; import net.minecraft.state.properties.RedstoneSide; import net.minecraft.util.Direction; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.shapes.ISelectionContext; import net.minecraft.util.math.shapes.VoxelShape; import net.minecraft.world.IBlockReader; import net.minecraft.world.World; import javax.annotation.Nullable; public class BlockSaltDust extends Block { // Create block properties public static final EnumProperty<RedstoneSide> NORTH = BlockStateProperties.REDSTONE_NORTH; public static final EnumProperty<RedstoneSide> EAST = BlockStateProperties.REDSTONE_EAST; public static final EnumProperty<RedstoneSide> SOUTH = BlockStateProperties.REDSTONE_SOUTH; public static final EnumProperty<RedstoneSide> WEST = BlockStateProperties.REDSTONE_WEST; // Create bounding box shape private static final VoxelShape SHAPE = Block.makeCuboidShape(0.0d, 0.0d, 0.0d, 16.0d, 1.0d, 16.0d); // 1.0d = 1 pixel @Override protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) { builder.add(NORTH, EAST, SOUTH, WEST); } public BlockSaltDust(Material material) { // Block constructor super(Properties.create(material).hardnessAndResistance(0.0f, 0.0f)); // Use material provided in the RegistryHandler class and set hardness and resistance this.setDefaultState(this.stateContainer.getBaseState().with(NORTH, RedstoneSide.NONE).with(EAST, RedstoneSide.NONE).with(SOUTH, RedstoneSide.NONE).with(WEST, RedstoneSide.NONE)); // Set the default states for the block } // Apply bounding box shape @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { return SHAPE; } @Override public void onBlockPlacedBy(World worldIn, BlockPos pos, BlockState state, @Nullable LivingEntity placer, ItemStack stack) { super.onBlockPlacedBy(worldIn, pos, state, placer, stack); // Check if the block placed was on the north or south side. If it was, set the NORTH and SOUTH properties to SIDE. if (worldIn.getBlockState(pos.offset(Direction.NORTH)).getBlock() != Blocks.AIR || worldIn.getBlockState(pos.offset(Direction.SOUTH)).getBlock() != Blocks.AIR) { worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(NORTH, RedstoneSide.SIDE)); worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(SOUTH, RedstoneSide.SIDE)); } // Check if the block placed was on the east or west side. If it was, set the EAST and WEST properties to SIDE. if (worldIn.getBlockState(pos.offset(Direction.EAST)).getBlock() != Blocks.AIR || worldIn.getBlockState(pos.offset(Direction.WEST)).getBlock() != Blocks.AIR) { worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(EAST, RedstoneSide.SIDE)); worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(WEST, RedstoneSide.SIDE)); } } @Override public void neighborChanged(BlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos, boolean isMoving) { super.neighborChanged(state, worldIn, pos, blockIn, fromPos, isMoving); Block adjacentBlock = worldIn.getBlockState(fromPos).getBlock(); // Save neighboring block to variable if (adjacentBlock == Blocks.AIR) { // Check if the neighboring block is air (i.e. if the block next to the salt was destroyed) // Check if the block destroyed was on the north or south side. If it was, set the NORTH and SOUTH properties to NONE. if (pos.offset(Direction.NORTH).equals(fromPos) || pos.offset(Direction.SOUTH).equals(fromPos)) { worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(NORTH, RedstoneSide.NONE)); worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(SOUTH, RedstoneSide.NONE)); } // Check if the block destroyed was on the east or west side. If it was, set the EAST and WEST properties to NONE. if (pos.offset(Direction.EAST).equals(fromPos) || pos.offset(Direction.WEST).equals(fromPos)) { worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(EAST, RedstoneSide.NONE)); worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(WEST, RedstoneSide.NONE)); } } else { // If the neighboring block is anything but air, do this //TODO: Change the else statement to an else if statement and exclude certain blocks that salt shouldn't connect to (e.g. fluids, gases, etc.) // Check if the block placed was on the north or south side. If it was, set the NORTH and SOUTH properties to SIDE. if (pos.offset(Direction.NORTH).equals(fromPos) || pos.offset(Direction.SOUTH).equals(fromPos)) { worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(NORTH, RedstoneSide.SIDE)); worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(SOUTH, RedstoneSide.SIDE)); } // Check if the block placed was on the east or west side. If it was, set the EAST and WEST properties to SIDE. if (pos.offset(Direction.EAST).equals(fromPos) || pos.offset(Direction.WEST).equals(fromPos)) { worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(EAST, RedstoneSide.SIDE)); worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(WEST, RedstoneSide.SIDE)); } } } } Block model: { "ambientocclusion": false, "textures": { "line": "waywardcraft:block/salt_dust", "particle": "waywardcraft:block/salt_dust" }, "elements": [ { "from": [0, 0.25, 0], "to": [16, 0.25, 16], "shade": false, "faces": { "up": {"uv": [0, 0, 16, 16], "texture": "#line"}, "down": {"uv": [0, 0, 16, 16], "texture": "#line"} } } ] } Block texture: https://imgur.com/a/SCKJ5TJ And here's what the block looks like when placed in the game: I'd really appreciate any help. Thanks!
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[SOLVED] How do I upload my project to Github?
Linky132 replied to Linky132's topic in Modder Support
Okay, thanks! -
Hi, as you can see, I'm wondering how to upload my project to a Github repository. There are surprisingly few tutorials for this, so does that mean that I literally just upload the entire folder to my repository? I feel like that's not all there is to it, but maybe I'm wrong. Thanks!
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[1.15.2] Armor Model Not Registering To Armor
Linky132 replied to Somonestolemyusername's topic in Modder Support
Oh, okay, could you post your code, please? -
[1.15.2] Armor Model Not Registering To Armor
Linky132 replied to Somonestolemyusername's topic in Modder Support
Oh, well the "textures" package still wants to be under assets, although that may not be your problem.