Everything posted by Draco18s
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Custom Flower - Texture only shows up for the item but not the block
Look: Fix the errors I can see, because either they're the error causing your problem, or they are not. If they are, and you fix them, problem solved. I was right. If they're not, then I might be able to find the error that is because the 397 errors you currently have won't be there letting me see the one that is causing your problem and then I can actually help you.
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Custom Flower - Texture only shows up for the item but not the block
Huh.
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Custom Flower - Texture only shows up for the item but not the block
You have missing files.
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[1.12.1] How to get variants count
Oh? Since what version?
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[1.12.1] How to get variants count
Watch out for SideOnly(CLIENT), I believe getSubItems is client side only (as it is only used for the creative inventory). Instead use: BlockStateContainer bsc = block.getBlockState(); ImmutableList<IBlockState> values = bsc.getValidStates(); That will result in a list of IBlockStates that you can then ask for a pickBlock item.
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Remove TileEntity and the Item in Slot
IInventory is only for vanilla containers. That won't work with mods.
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Remove TileEntity and the Item in Slot
Remove tile entity does not do what you want, in any way, shape, or form. You want to remove an item from a tile entity's inventory? Use getCapability() to get its inventory and remove the item from the IItemStackHandler instance.
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[1.12.2] Data syncing practices for NBT and blocks
if(ladderState.GetValue(FACING) == EnumFacing.NORTH) { // do stuff } if(cropState.GetValue(AGE) > 5) { // do stuff } repeaterState = repeaterState.WithProperty(DELAY, 2);
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Rendering Bug Stuff /w Translucent Blocks
Yes, the original poster had that function overridden and returning the proper value already.
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Game crashes after planting custom seeds
It does. It's just that that array gets tossed and a new one is created by toArray()
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Game crashes after planting custom seeds
Nope: https://www.tutorialspoint.com/java/util/arraylist_toarray.htm
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Rendering Bug Stuff /w Translucent Blocks
Alot is better than you at everything
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Rendering Bug Stuff /w Translucent Blocks
@Override public boolean isOpaqueCube(IBlockState state) { return false; } @Override public boolean isFullCube(IBlockState state) { return false; }
- Creating a library mod along with my main mod
- Creating a library mod along with my main mod
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[1.12.2] How to create mobs with java models
Nope, only blocks and items.
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[1.12.2] How to create mobs with java models
Mobs are still "Java" format. That hasn't changed yet.
- Creating a library mod along with my main mod
- Creating a library mod along with my main mod
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Minecraft 1.12.2 mod won't load
Define "doesn't work."
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[1.10.2] Making a mod "compatibility"
In addition to what D7 said, if you're interacting with other parts of another mod... You need to do 2 things: 1) Put all of the "I need to reference that other mod" code in a separate class 2) Only load that class inside an if(Loader.isModLoaded("id_of_mod")) check. eg: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/FarmingBase.java#L154-L156 (and the code it references: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/integration/IndustryIntegration.java ) If you're dealing with items and blocks, you can use @ObjectHolder annotations to get those items/blocks from the registries (just check that they're not-null before using them, additionally an if(Loader.isModLoaded("id_of_mod")) check could be useful). see: http://mcforge.readthedocs.io/en/latest/concepts/registries/#injecting-registry-values-into-fields For conditionally hiding your items: you control the getSubItems method. Use an if(Loader.isModLoaded("id_of_mod")) check to either add your item(s) to the creative tab, or not. You can also use conditional recipes to control whether your items can be crafted.
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Creating a library mod along with my main mod
I created a folder (called etc/) that I then created subfolders for and used those...let me grab how that works... https://github.com/Draco18s/ReasonableRealism/blob/master/build.gradle#L99-L102 I never included the etc/ folder on my repo, but you should be able to work that part out yourself:
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Game crashes after planting custom seeds
Not use a static initializer? Seriously, control the order your code gets executed in. You HAVE to insure that your blocks get created before your items. The only way to do this is to explicitly invoke the initializers yourself.
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Game crashes after planting custom seeds
Because your blocks and items are created in static initializer blocks, your item is being created before your block, so ModBlocks.CROPCORN is null at this point.
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Game crashes after planting custom seeds
This looks fine, let me go see where this item is created... Uh...
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