Everything posted by Draco18s
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Chest Render
models/item is the inventory model, not the model used in the world. Anyway, you should be able to register the existing chest renderer for your own block.
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[SOLVED] [1.12] Gui not showing tool tips.
https://github.com/Draco18s/ReasonableRealism/commit/76730b3dd6035c646b8e3b2868e60796fe97a372#diff-ecd6aa9809a7f09399baad4b9a0c314f
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Chest Render
"It's not working" because chests don't use the JSON model system. They have an animated TESR model.
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[1.12] Get harvest level of Tinker Tool?
...you don't know what that first parameter is for do you? Or why its important for things like Tinkers.
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Question about a method
Use an ArrayList.
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[1.12.2] Issue loading in textures
https://github.com/InterdimensionalCat/ModTest/blob/master/java/com/benthom123/test/ModBlocks.java#L23 You aren't doing anything about models for your obsidian. You also don't have a blockstate or model JSON file. https://github.com/InterdimensionalCat/ModTest/blob/master/java/com/benthom123/test/blocks/FirstBlock.java#L16 Registry names should be all lower case.
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[1.12.2] Issue loading in textures
> No code posted > No help available
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[1.11.2] [SOLVED] Multiply Capabilities
if(cap == Inventory) { return inventoryHandler; } if(cap == energy) { return energyHandler; }
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[1.11.2] [UNSOLVED] Block connections & Blockstates
I meant that enum for each side instead of two booleans. Use the Forge format where each property is separate from each other: http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/#sub-models
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[1.12.1] Few questions about biomes and dimensions
That's not even close. So no, I did not mean that. http://mcforge.readthedocs.io/en/latest/concepts/registries/#registering-things
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[1.12.1] Few questions about biomes and dimensions
Those are for mods to know what type of biome a given biome is. E.g. I use it to make Winter Wheat seeds drop instead of Wheat Seeds when tall grass is broken. Add any and all types that are appropriate for your biome. Also, I'm pretty sure you should be registering your biomes via the Registry.register<Biome> event.
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[1.11.2] [UNSOLVED] Block connections & Blockstates
Yes. And? You could also use an enum: NOT_CONNECTED, CONNECTED, CONNECTED_MACHINE Well, it can be non-visual information as well. But yes, any information you can arrive at by looking at adjacent blocks does not need to be encoded in metadata.
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code problem in 1.12
Then post all of your current code and indicate your issue clearly. Start a new thread.
- [1.11.2] [SOLVED] Ore smelting
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[1.11.2] [UNSOLVED] Block connections & Blockstates
Use bool properties, like the fence and cobblestone wall do. There is no reason to get fancier than that. getStateFromMeta / getMetaFromState will likely do nothing special getActualState will handle the which-sides-are-connected bool properties (they do not need to be encoded in metadata because their properties of the world)
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[1.11.2] [SOLVED] Ore smelting
Yes it would, and all of those ingots would be identical as far as the game was concerned, except for stacking. That said: Ask the oredict for a list of copper ingots. Pick one Tell the game to smelt your ore block into that ingot.
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code problem in 1.12
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code problem in 1.12
You tell me.
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[SOLVED] PlayerEvent.StartTracking alternative
Why wouldn't it? Mobs still exist on the client.
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[1.10.2] Armor Problem
Ok, so, 1, that flag is literally useless And 2, there's this thing called capabilities...
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[Solved] Blocks equipable on head like pumpkins [1.10.2]
You're not going to make this work. Sorry! Here's the code that handles whether or not the player can wear a pumpkin: public static EntityEquipmentSlot getSlotForItemStack(ItemStack stack) { if (stack.getItem() != Item.getItemFromBlock(Blocks.PUMPKIN) && stack.getItem() != Items.SKULL) { if (stack.getItem() instanceof ItemArmor) { return ((ItemArmor)stack.getItem()).armorType; } else if (stack.getItem() == Items.ELYTRA) { return EntityEquipmentSlot.CHEST; } else { return stack.getItem().isShield(stack, null) ? EntityEquipmentSlot.OFFHAND : EntityEquipmentSlot.MAINHAND; } } else { return EntityEquipmentSlot.HEAD; } } Which is in EntityLiving.class You'll have to instead create an item that is a subclass ItemArmor, that when right clicked, creates your block in the world (think about how Cake works, or Seeds). Your hat-block would then not have an accompanying ItemBlock, and would instead drop the hat armor when broken.
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[1.10.2] Armor Problem
And common to all players.
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[1.12.2] Issue running basic mod test
public static final String MODID = "btm"; @ObjectHolder("modClass:SmoothObsidian") public static FirstBlock SmoothObsidian; Hmmm
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[SOLVED][1.12.2] How to overwrite the vanilla recipes
...did you try replacing it with a different recipe?
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[SOLVED][1.12.2] How to overwrite the vanilla recipes
So you see this line? https://github.com/WiseNoobCrusher/Extra-Additions/blob/master/src/main/java/com/ea/util/handlers/CraftingHandler.java#L42 How you register a dummy recipe to take the place of an existing recipe? Guess what, surprise, it overwrites that recipe with the new one.
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