Everything posted by Draco18s
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[SOLVED][1.14.3] age=<number> does not work in blockstate json.
Its been suggested that it's a Rich Text issue. Try pasting and then clicking the Tx button with it all selected. I believe the forum also pops up a little notification when you paste if you want to paste as plain text.
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Forums Migration/Upgrade
That would do it. Combined with people going "meh" when their own post looks like garbage.
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[SOLVED][1.14.3] age=<number> does not work in blockstate json.
What do you keep doing that makes your spoilers have 3000 pixels of pointless whitespace in them?
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Forums Migration/Upgrade
What's up with spoiler blocks lately? They have massive, massive blank sections in them when expanded now: <div style="height:1411px;width:3548px;"> </div> Test: Ok, its definitely not all of them, but some people that are doing something odd. Here's a post with two such "broken" spoilers:
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My slabs arent registered
I mean, that is a solution, assuming that other factors are true. You haven't posted enough code for us to determine if those factors are true or not. The best way for us to help you is if you post your entire project as a working git repo and include a full error log. Not just "but don't have a model."
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My slabs arent registered
That happens when the block in question was not correctly registered. The game attempts to get the registry key for the object it has, but it isn't in the registry, so it doesn't know what it's name is.
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How to reduce players item from inventory
On top of that, you are reaching across threads. See the warning here: https://mcforge.readthedocs.io/en/latest/networking/simpleimpl/#imessagehandler
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[SOLVED] [1.12.2] Block model with random textures on random sides?
I could have sworn there was a better way of doing this.
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[1.7.10] Check if player steps on Block
1.7 is no longer supported here. Update to 1.12 or newer.
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[SOLVED] [1.12.2] Block model with random textures on random sides?
This is how vanilla handles it: { "variants": { "": [ { "model": "block/stone" }, { "model": "block/stone_mirrored" }, { "model": "block/stone", "y": 180 }, { "model": "block/stone_mirrored", "y": 180 } ] } } Notice that each variant is an array. Every blockpos generates a random result from this array. I'm also not sure how you got "over a million variants." 6 sides ^ 6 textures is only 46656.
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[1.14.4][Solved] Items events
...what? No. ItemStack is a sealed class. I don't see how this is even remotely close to what you asked for.
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[1.14.4][Solved] Items events
Everything you hold is an ItemStack of some Item. If you want to know if it is a BlockItem you have to instanceof the stack's item. I don't know that there is an event for when the player changes their held item, however.
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[SOLVED] [1.14.4] Ores Render Incorrectly Underwater
That will do it, yes. I didn't have dev available earlier. As for the @deprecated that means "do not invoke" not "do not override." The method is called from BlockState and the deprecation warning is meant to tell people "you should only invoke the methods on BlockState, not on the Block."
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[SOLVED] [1.14.4] Ores Render Incorrectly Underwater
Because of CUTOUT_MIPPED (any non-opaque) the water renderer assumes your block is not a full block.
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[1.14.4] Block rotations and textures
uv_lock : false, maybe
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[ANSWERED][1.14.3] how to make advancements
Step 1: Create a json file with the correct syntax Step 2: Place it in the data/<modid>/advancements/recipes directory (the "recipes" is organizational, not functional) You will notice, as part of step 1, that there are criteria, requirements, and rewards sections. Criteria will be how you define the player acquiring a block (this is the initial pickup event).* Requirements is a list of criteria and a boolean operation ("some of" "all of" etc). Rewards will be a list of objects that the player gets as a reward, of which recipes are one possibility. Look at vanilla advancements for examples. They can be found in the client-extra.jar external library. *If you want the player to be holding it in their main hand for it to trigger, you will need to create your own criterion, which is not that difficult, assuming you can hook into the right event.
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[1.14.3] How to make Blocks hurt you like cactus
The block must also be smaller than a 1x1x1 cube, otherwise that method will never be run.
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How to make Blocks "waterloggable"
Look at the vanilla blocks for standard implementation. ...yes:
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How to make Blocks "waterloggable"
1) What does the log say about the error? 2) Looks like you just copied my entire class without regards to what I said regarding what I was using it for that is entirely non-standard. 3) You haven't shown your registration code.
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[1.14.3] How to make Blocks hurt you like cactus
Have you tried looking at the CactusBlock class to see how it does it?
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How to make Blocks "waterloggable"
I had to ask because of the portion I bolded earlier. Water logged blocks are easy. Implement the interface and add the property to the blockstatecontainer. https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/harderores/block/SluiceOutput.java#L22 Note that blocks can only contain water sources currently, even though they can return any fluid state: https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/harderores/block/SluiceOutput.java#L40 Returning anything else results in a block that is not waterlogged. (Do note that my block there is always waterlogged and can't exist in a non-waterlogged state, as I'm using that property to fake a water source block without it actually *being* a water source block.)
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How to modify tool attributes after creation
Capabilities and overriding several methods so that you can query the capability for the desired value.
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[1.12] Adding custom item to existing tab and more
Not with any method that is good practice. There does exist one way that would do that, but if you don't already know what it's called and how to use it without causing problems, you're not going to learn it here.
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[Solved] [1.14.4] Some event methods do not trigger
That bus is default, it does not need to be specified.
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Eclipse working directory does not exist
1) Does it? 2) Have you tried creating it?
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