Everything posted by Draco18s
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[Solved] [1.12.2] Model variants not recognized
No, the problem is that you didn't correctly create a valid JSON file, here's the underlying error you had: Caused by: com.google.gson.JsonSyntaxException: java.lang.IllegalStateException: Not a JSON Object: "techmod:cablecar_track_normal" And your original JSON: "north": { "submodel": { "model": "techmod:cablecar_track_normal" } } "model" (or rather, the first child of "submodel") is expected to be an Object and you have a string. If you look at your corrected JSON file: "north": { "submodel": { "track": { "model": "techmod:cablecar_track_normal" } } } You can see that now you have an Object child of "submodel" If we look at the docs...we see two examples: 1: { // if it is true, it will add the wall model and combine it with the pressure plate "submodel": "wall_n" }, 2: { "submodel": { "pillar1": { "model": "wall_n" }, "pillar2": { "model": "wall_n", "y": 90 } } } Yes, the one that has named objects does have TWO of them, but look carefully at how the first example is handled. "submodel" here is a key for a string! You made it a key for an object that then contained a string! If you had done this instead: "north": { "submodel": "techmod:cablecar_track_normal" } Everything would have been fine.
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[1.11] Check if block is all types of LOG
== works just fine.
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[1.12.2] [Solved] When Replacing Blocks During World Gen, Some Leaves Don't Get Replaced
Trees can generate across chunk boarders.
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[1.12.2] Tile entity update
You need to synchronize your data. https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L174 https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L95
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[Solved] [1.12] 3x3 Block Overlay with Tileentity or Blocktexture
This code is out of date because I haven't updated the mod past 1.7, but sojourn give you an idea: https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/hazards/client/HazardsClientEventHandler.java#L138
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[Solved] - [1.12.2] Custom Model Block Render in Inventory
Add "parent": "block/block" to your bock model instead. Then you don't have to respecify all of the display tags.
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Forge Pull Request genPatches questions/problems
See this comment: https://github.com/MinecraftForge/MinecraftForge/pull/4549#discussion_r153260543
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[Solved] [1.12] 3x3 Block Overlay with Tileentity or Blocktexture
You do not need a TESR for this and likely as not, a TESR can't do this. You want to subscribe to one of the rendering events and just render whatever you want.
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Obscure NPE
I was just about to suggest that
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Obscure NPE
Show this code: Preferably the whole class.
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Attempted to set registry name with existing registry name
Code style issue 1
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[1.12.2] Trouble getting items to work and render properly
Show how you register your item model.
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[1.12.2] Trouble getting items to work and render properly
Then...move it.
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Attempted to set registry name with existing registry name
No, it is not the same thing. TileEntities should be rare, but in either case, if you have one, you do need to register it. However, that is not your problem here. Registering two items is not the same as registering the same thing twice.
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[Solved] [1.12] subItems appear in creative delete slot
Because the method is not a static method: Item.isInCreativeTab() can't be invoked directly. You need an instance: Item i = ...; i.isInCreativeTab();
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[SOLVED] [1.12.X] Crashing when building/running Minecraft
Your ServerProxy class does not extend anything.
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1.12.2 Clicking on item in custom gui crashes game
I forgot to include the link, sorry.
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[Solved] [1.12.2] Can't get the block name
ChatComponentTranslation or TextComponentTranslation
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1.12.2 Clicking on item in custom gui crashes game
Problematic code #5 ItemStacks can't be null ( @diesieben07 this could be added to the list)
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Random item?
You need to create your own IRecipe implementation.
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Over-riding the generated biome map with a static one
Yes, it is.
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May be deleted for uselessness, but this path isn't working
HardLib is a "main mod class." I could have done "this" as well. And because I need to get is class loader. From which I then call getResourceAsStream() The byte array holds data between the buffer reader and the buffet writer. Lines 62 and 64. The buyer writer in this case being to a normal File object.
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[1.12.2] [Solved] Changing max health based on armor set
Funny. I thought I said that.
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May be deleted for uselessness, but this path isn't working
You can't do it like this. Even if you did get it working, it wound fall the moment you compiled your mod into a jar because then your assets don't exist as files on the drive, but contents of a zipped file. This code may help: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/CogHelper.java#L56
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