Everything posted by Draco18s
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Implement IFuelHandler as a method rather than a class
(Hint: that value would be 0)
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Data from one block to another
Why do you need a TE? I could do this with blocks, nothing but blocks, and a custom Interface.
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TE properties seemingly being set randomly
You aren't syncing the TE with the client. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L174-L200
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[1.12.0] Recipe Registration
It's been four days since 1.12 was released, it usually takes the Forge team a couple of weeks to hammer out all the changes they need to make for Forge to be functional. It depends on the severity of the update (1.7 -> 1.8 took so long most modders waited for 1.10).
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[1.12] Tileentity not working right
Here's another example, this time with 3 properties all controlled by TE data. The important thing is that when the data changes you need to sync it to the client, you need to call these methods, override these, and make sure that the property data is saved to NBT.
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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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