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Draco18s

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Everything posted by Draco18s

  1. 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.
  2. https://github.com/Draco18s/ReasonableRealism/commit/76730b3dd6035c646b8e3b2868e60796fe97a372#diff-ecd6aa9809a7f09399baad4b9a0c314f
  3. "It's not working" because chests don't use the JSON model system. They have an animated TESR model.
  4. ...you don't know what that first parameter is for do you? Or why its important for things like Tinkers.
  5. Use an ArrayList.
  6. 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.
  7. > No code posted > No help available
  8. if(cap == Inventory) { return inventoryHandler; } if(cap == energy) { return energyHandler; }
  9. 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
  10. That's not even close. So no, I did not mean that. http://mcforge.readthedocs.io/en/latest/concepts/registries/#registering-things
  11. 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.
  12. 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.
  13. Then post all of your current code and indicate your issue clearly. Start a new thread.
  14. 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)
  15. 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.
  16. If you understand Java, then I shouldn't have needed to post this.
  17. Why wouldn't it? Mobs still exist on the client.
  18. Ok, so, 1, that flag is literally useless And 2, there's this thing called capabilities...
  19. 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.
  20. And common to all players.
  21. public static final String MODID = "btm"; @ObjectHolder("modClass:SmoothObsidian") public static FirstBlock SmoothObsidian; Hmmm
  22. ...did you try replacing it with a different recipe?
  23. 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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