Everything posted by Draco18s
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Create a Cauldron Thingy That Takes items and outputs results.
That's not the point. You want to know how to compare a list of items (a shapeless recipe) to another list of items (what's in the container) in order to generate a result. JSON files are just data, you already have data. What you want is the operational code that operates on the data: the code that is in ShapelessRecipie.java
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Create a Cauldron Thingy That Takes items and outputs results.
Look at how shapeless recipes work for that part.
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Create a Cauldron Thingy That Takes items and outputs results.
If you want a block to pick up dropped items, look at the Hopper.
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Crafting Recipe JSON Not Working
"type": "minecraft:crafting_shaped",
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[1.12.2] Trying to make a entity produce an area of effect that damages and stuns all EntityMobs
- [1.12.2] Trying to make a entity produce an area of effect that damages and stuns all EntityMobs
- day / night cycle
No, they do. They'd have to.- day / night cycle
Game Ticks != Render Ticks- day / night cycle
- Custom Particles!!
https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/ores/OresBase.java#L335 https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/ores/client/ClientProxy.java#L96-L130 https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/ores/client/ProspectorParticle.java- [1.12.1] Help with 2 small errors that i dont know how to solve.
This used to be a public value and now it's private. There should be a getter function, if not, you can use reflection. The type changed from one version to another when ItemStacks were made to never be allowed to be null (instead using .isEmpty() so that zero-size stacks weren't treated as items, but rather nothing). You'll need to update your code to match the new system.- Registering a command throws AbstractMethodError exception
Your command class should not even compile, if it is what you've posted. That said, this is just flat wrong.- [solved][1.12.2] Saving Hashset to NBT
You should not be using NBT for runtime data.- Weapon that ignores grass
Probably not.- [1.12.2]I can't get block textures to work. They show up when placed but not in inventory or when dropped
You need to register models for your ItemBlocks- [1.12.2]I am having a lot of trouble understanding registry events and actually getting them to work
this muchAs you're coming from 1.7, my registration method may be of interst to you. Take these two files: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/hardlib/EasyRegistry.java https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java Set them as the common proxy/client proxy of a library mod (just need this much and this line), update the references to HardLib to point to your own lib main class. And you're good to go. You just call it like this. There's other variant registry methods too, e.g. blocks with no item (cake), items, blocks with custom items (when you need to subclass ItemBlock), items with custom mesh definitions (nbt-driven models), custom state mappers (where you want properties on your blocks but want to handle the blockstate stuff differently than standard, an example: 2D_ITEM isn't in the blockstate, and FLOWER_STALK actually changes the blockstate file entirely). But largely speaking you won't be using those variations much. registerBlockWithItem, registerBlockWithCustomItem, registerItem are the main three you'll be using. If you want to understand how the registry system works, look for the registry events within the two EasyRegistry classes.- how to call non random updateTick for blocks Forge [1.12]
Cough. There's also scheduled block ticks. Which is what redstone uses. And TEs are not always ticking. You can have non-ticking TEs.- About downloading .ZIP mods
Rename the file Jar files *are* zip files, as long as the information inside the compressed file is correct (compiled class code), it should load.- [1.12.2] Finding Front Of Directional Block
Ah, you're using the horizontal facing. s/BlockDirectional.FACING/FACING Also: public static final PropertyDirection FACING = PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL); You can just use BlockHorizontal.FACING, rather than creating a new property.- Weapon with Max and Min Damage and Crit Chance
private String name; private EnumQuality quality; private int tier; private float attackSpeed; private float attackDamageMin; private float attackDamageMax; private float attackDamage; private boolean hasCriticalDamage = false; private float criticalDamageChance; private float criticalDamageValue; private float criticalDamage; private boolean hasLore = false; private String lore; Items are singletons, you can't do this. private String bold = "\u00A7l"; private String italic = "\u00A7o"; private String reset = "\u00A7r"; Seriously? TextFormatting, use it.- Weapon with Max and Min Damage and Crit Chance
Code?- [1.12.2] Finding Front Of Directional Block
.getMetaFromState(state) No. Bad modder. EnumFacing facing = state.getValue(BlockDirectional.FACING)- Mod with Plugins
Please don't wrap your posts in a code box- RenderBlockEvent?
The closest I've ever come to doing something like this, I used particle effects. https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/ores/client/ProspectorParticle.java- Question about tweaked elytra
This is because EntityPlayer checks for if(item == Items.ELYTRA) You will never get this to work the way you want.
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