Everything posted by Draco18s
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(1.14.4) Potion effect wont remove
No. Capabilities exist. Also good job linking someone using 1.14.4 to the 1.9.4 documentation.
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Change Item Model based on item name [1.8.9]
1.8.9 is so freaking old we don't support it any more.
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Change vanilla Mushroom Behaviour [1.14.4]
It wasn't added because its not a "growable" block in the same sense that wheat and potatoes are. If you think it should be added, raise an issue on Forge's github.
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Problem with partially transparent block
I like how those two methods are different methods. i.e. the thing you said gives an error is not the thing that you are pointing to. isOpaqueCube doesn't exist any more as it has been replaced by getBlockLayer. Also, code style #4.
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Error when adding axe to mod
Also, make your unlocalized name contain your mod ID: setRegistryName(name); setUnlocalizedName(getRegistryName().toString());
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Block texture doesn't work
Other way around. Use lower case everywhere for assets and resource locations.
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[1.14.4][Solved] Create recipes for machine with json
Oh sure. I just mean that one of my machines facilitates the bar -> block type recipes (9 iron ingots to an iron block, four snowballs to snow, etc). The latter is so deeply entwined with the usual crafting system that it doesn't make sense to expose it, because of the reversible nature of those recipes. Instead its inputs and outputs are based solely on what items make sense.
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Block texture doesn't work
"supersurvival" is less than 64 characters in length, just use "supersurvival" And testing is fine, just that there are a lot of tutorials out there that are like "so this is a Tutorial Mod, we need to give it an ID so lets call it 'tm' short for 'Tutorial Mod'" without explaining that you shouldn't use two character abbreviations for real mods.
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Block texture doesn't work
For the uninitiated here, modid in that string is not the characters M-O-D-I-E but whatever string you're using as your Mod ID (currently, ss).
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[1.14] Setting up for (Contributing to) Forge Development
Figured it out. Had to dig into the gradle tasks, but I had to run two commands separately. ./gradlew :forge:eclipse ./gradlew :clean:eclipse Neither of these were visible in the build.gradle file or the settings.gradle file, but the command line popped a hint while I was poking around that said: And I did and that's how I found what I needed.
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[1.14.4][Solved] Create recipes for machine with json
Very helpful, Tieso2001, I probably won't end up using it (we'll see; a bunch of my machines shouldn't have exposed recipes, as it markedly impacts the intended balance).
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[Forge 1.12.2] [SOLVED] Get block property from known block at BlockPos (age of BlockCrop)
In 1.14 these all coalesced into the same place, BlockStateProperties and got names based on their range. As well as adding a getAgeProperty() method to the CropBlock class (and getMaxAge()). Just FYI for when you get around to updating.
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[1.14.4][Solved] Create recipes for machine with json
You'd have to write your own (de)serializers and deal with reading the resources yourself. There's likely a good chunk you don't have to rewrite, but there's a lot you will.
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How do i make burnable items in Forge for Minecraft 1.14.4?
Item implements IForgeItem
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[1.14.2] Is there a way to make a "Rotating" model per say?
C# and Java are not all that different, syntactically.
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[1.14] Setting up for (Contributing to) Forge Development
I am not looking for a "make a mod" commands but "contribute to forge" commands.
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[1.14] Setting up for (Contributing to) Forge Development
According to the docs: Step 3 fails for me, Eclipse tells me that there are no existing projects. I can import as a Gradle project instead and at least be able to view and edit things, but Eclipse does not see the files as being part of a project and I can't use usual IDE features, such as navigating to declaration or finding references, or for that matter, running the game. This makes it very difficult to do anything beyond the most trivial of patches. What am I missing?
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[1.14.4] Block not registering
Additionally, don't assign your blocks/items to your fields yourself. Use the @ObjectHolder annotation.
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Tile Entites/Enum Facing/harvestBlock
This is a basic Java issue, not a Forge issue. You should be using an IDE (Eclipse or IntelliJ, Notepad++ is not an IDE). But I'll give you a hint. Where does the BlockColumb() function end?
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[1.13.2][1.14.4] how use the obj function.
https://github.com/MinecraftForge/MinecraftForge/issues/6109
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[Solved] [1.12.2] override methods (ex. onItemUse) not called when extending ItemTool. Does anybody have a solution?
Yes No. You should only register models for all of YOUR items. You're already looping over all of your items, so don't change that. Note that you do not need to loop over your block list or your tile entity list, they don't need models registered, only items do, and if your blocks have items, those items should already be in the list.
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(SOLVED) [1.14.4] Need help with Capabilities
You already did a getCap action: Why are you querying it again? Just use the object you already have.
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[Solved] [1.12.2] override methods (ex. onItemUse) not called when extending ItemTool. Does anybody have a solution?
Problematic code #14 Code style #3 Pointless code. Just don't override it if you're going to do nothing. Code Style #4
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(SOLVED) [1.14.4] Need help with Capabilities
That's what the parameter is for, then. You pass in the identifier for that capability, which is that thing that the @CapabilityInject annotation is applied to.
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(SOLVED) [1.14.4] Need help with Capabilities
There are multiple capabilities attached to the player. Which one do you want?
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