Everything posted by Draco18s
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[1.14.x] How do I have multiple custom logs craft into sticks.
Item tags.
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Is it possible to make all clients use JournyMap or inventory tweaks when they join in the server?
No
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[1.12] Adding custom item to existing tab and more
You have to register your event handler. Your init method, by the way, does nothing, so I'm not sure why you tried that. https://mcforge.readthedocs.io/en/latest/events/intro/
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How to make Blocks "waterloggable"
This is only true for creating your own blocks, the OP seems to be looking for something else. Also this is not sufficient. You also have to add the WATERLOGGED property to your block's blockstatecontainer.
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[1.14.4] (Solved) How to replace vanilla blockstates, models and textures?
Textures basically work the same, but I believe the directory name changed from blocks to block.
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How to make Blocks "waterloggable"
What? What are you trying to do? Create your own block or edit vanilla blocks?
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[1.14.4] Custom chests
What part are you having trouble with? A chest is a block, a tile entity, an ItemStackHandler in that tile entity, and a GUI with GuiContainer.
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[1.14.4] player capability side questions
Depends on what you're doing. Does the client need to know about it?
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ObfuscationReflectionHelper doesn't work on the client side of LAN connected players
Should be, haven't looked at it in a while.
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1.14.4 Trouble getting BlockState
Unclear, as because you were piping things through commands, it probably got quashed.
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ObfuscationReflectionHelper doesn't work on the client side of LAN connected players
MCP bot exports.
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1.14.4 Trouble getting BlockState
Tada, magic. Always use the right properties. And for the record, it was throwing an error, you just couldn't see it.
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[SOLVED] [1.12.2] Block model with random textures on random sides?
You can specify multiple textures and Minecraft will grab them at random based on the block's position automatically. I don't remember exactly how to do it though.
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[1.14.4] Item Rendering (I'm Stupid)
...new? I haven't changed it in forever
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1.14.4 Trouble getting BlockState
What's the message?
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EnumActionResult not working
Lets go look at the Item class and see what the default looks like, shall we? public ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) { if (this.isFood()) { //... return new ActionResult<>(ActionResultType.SUCCESS, itemstack); //... return new ActionResult<>(ActionResultType.FAIL, itemstack); //... } return new ActionResult<>(ActionResultType.PASS, playerIn.getHeldItem(handIn)); //.. } HMM
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[1.14.4] Item Rendering (I'm Stupid)
https://github.com/Merthew/MerthewTweaks/blob/master/src/main/java/com/example/merthewtweaks/util/ItemRegistry.java#L16 Problematic Code #14
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EnumActionResult not working
And what does Eclipse say if you hover over it?
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[1.12] Adding custom item to existing tab and more
Mojang changed it after 1.12
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[SOLVED] AccessTransformer - which way of implementing it is the right ?
OH MAN, guess how many people do that? None. Basically none.
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[1.12.2] Sending Localized BlockName to Client
Yes. There are vanilla blocks that utilize similar things, like wool and carpet.
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[1.12.2] Sending Localized BlockName to Client
As an example: Wheat returns Items.WHEAT_SEEDS not Items.WHEAT and cake probably returns null or air. I haven't checked 1.12 lately.
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Invalid Recipe?
That's not you. Well, not your recipe anyway. The problem is that Forge went to replace vanilla recipes with ones that utilize the Ore Dictionary and the OreDict entry was not as expected.
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[SOLVED] AccessTransformer - which way of implementing it is the right ?
Following what D7 said, its super amazingly easy to inject bytes that mess with other people's code. The crusade against coremods and insuring the events were present in Forge instead is a testament to that. For example, lets say there's a method that you want to exit early (effectively cancelling behavior) and so you insert that code at the top of the method, couple of JVM-bytes for "get value, test against zero, return, else jump." Someone else wants to put functionality at the end of that method and knows that there's only 1 return statement. So they write some ASM code that "finds first return, insert new functionality before it." Guess what? Your patch just messed up theirs (and depending on how you set up your "else jump" their patch might mess up yours). Were they right to find the first return rather than the last? No. But their code in isolation works Just Fine.
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[1.12-1.14]How do you make your textures connected textures?
for 1.12 you'd have to use getActualState and look for connectivity (adjacent blocks) and update the IBlockState as neccessary. for 1.14 this sort of functionality has been migrated to getExtendedState AFAICT for 1.13, update to 1.14
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