Everything posted by Draco18s
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Issue with textures not appearing
You might have other problems too, but lower cased asset files have been suggested since 1.7 1.11 enforces it.
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Issue with textures not appearing
Your asset files should be all lower case.
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[1.10.2] Setting Block State Value from Tile Entity
Regular block states can hold more than 16 variants just fine. You just can't encode all of that information in the metadata. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/block/BlockTanner.java#L56 Each LEATHER_STATE is an emum corresponding to 3 values: NONE, RAW, TANNED SALT_LEVEL is an integer ranging from 0 to 6. FACING is a horizontal facing enum, 4 states 3 * 3 * 7 * 4 = 252
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Making a block 2 blocks tall?
No, you're not. That line you have does like 14 things and one of them is throwing null (and it is almost certainly not the getBlockState() part). You need to either: a) break it up onto multiple lines to figure out which piece is null b) use your god damn debugger to do the same thing
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Making a block 2 blocks tall?
Were you syncing the data to the client? I do that for one of my structures. A 3x3 millstone.
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Making a block 2 blocks tall?
Block#getActualState()
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Making a block 2 blocks tall?
I edited my post in quick order. Yes, your way is fine.
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Making a block 2 blocks tall?
No. You must use two blocks.
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[1.11.2] Help needed with block registering
That doesn't answer the question, when is it called?
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Mod api not working
Its probably supposed to be Minecraft.getMinecraft()
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Make shields enchantable [1.11.2]
You can replace items. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/FarmingBase.java#L143
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[1.11.2] Null Pointer...
https://stackoverflow.com/questions/218384/what-is-a-nullpointerexception-and-how-do-i-fix-it
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1.10.2 Help with Flowers please
You take out the facing by....taking out the facing. There's all of like four references to it, you need to remove all of them. Take a look at my flowers: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/flowers/block/BlockOreFlower1.java#L50 Three properties, one of which is whether or not the block is 2-tall (STALK) and another is for how to display the item (a generic property that can be used by more than one block to display as 2D, not handled by the blockstate JSON file but rather the model registration).
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[1.10.2] [SOLVED] Saving additional information to chunk data
That would be chunkpos -> blockpos, not blockpos -> chunkpos
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[1.8.9] Where is the compass source code?
That would be the ItemPropertyOverride section at the top of the item's class.
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[1.10.2] [SOLVED] Saving additional information to chunk data
Why would you multiply?
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1.10.2 Help with Flowers please
You have four* flower types and eight* facings: That's 32 variants. *Your flower type has 0, 1, and 2 values, which encompasses 2 bits with of address space, which is four variations (one of which is invalid). Facing has 6 variations which takes 3 bits of address space, or eight variations (two of which are invalid).
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[1.10.2] [SOLVED] Saving additional information to chunk data
How would you get the chunkX and chunkZ position from any blockpos?
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[1.8.9] Where is the compass source code?
If you're trying to figure out how the texture updates, part of it is in the Item class and the rest is in its Item Model JSON file.
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Multi-tile block help. Minecraft 1.10.2
Assuming that the TileEntity data is properly synced with the client.
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[1.11.2] Minecraft Seasons: What To Expect
The nether and end are easy to special case. You can either ignore their biomes (set HELL and SKY to have 0 delta or if dimID abort, although both biomes CAN show up in other dimensions when other mods--like Mystcraft--are installed) or give them their own facets. I let the nether be super dry and super hot.
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[1.11.2] Minecraft Seasons: What To Expect
It's a pain in the ass. Stop now. If you want to look at what I did in 1.7.10 (which involved heavy use of things that shant be talked about) you can have a look at my event handler class: https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/wildlife/WildlifeEventHandler.java Roughly: 1) store the original biome data, we need to keep records of what they are so we can calculate time offsets properly 2) modify the shit out of these numbers because some of them are garbage. We also need to calculate the variance delta (deserts have greater temperature variance than oceans because of water's thermal capacity) 3) get the current date, look up the seasonal sine waves, multiply by variance delta, add to the base value, apply back to the biome It's ugly and there's hacks all over the place. One of the most annoying was having to deal with ice. Ice doesn't melt on its own, but water will freeze. Have fun handling that.
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item Texture problem Block works
1) why is your Init package not inside your M101 package? Who taught you this? I need to go punch them, you are the second new modder I've seen doing this. IT WILL CAUSE CONFLICTS WITH OTHER MODS DOING THIS. 2) do not use the ModelMesher, use ModelLoader.setCustomModelResourceLocation and your problem will magically go away 3) your git repo should include the build.gradle file and gradle.properties (if you have one)
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item Texture problem Block works
Hhmmm... so in your code you did a thing. And it didn't work. And you want help. But didn't share your code. Hmmm...
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Missing Texture error
Open the Eclipse marketplace and install the json editor plugin.
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