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Draco18s

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Everything posted by Draco18s

  1. Why do you need a TE? I could do this with blocks, nothing but blocks, and a custom Interface.
  2. 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
  3. 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).
  4. 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.
  5. You might have other problems too, but lower cased asset files have been suggested since 1.7 1.11 enforces it.
  6. Your asset files should be all lower case.
  7. 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
  8. 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
  9. Were you syncing the data to the client? I do that for one of my structures. A 3x3 millstone.
  10. Block#getActualState()
  11. I edited my post in quick order. Yes, your way is fine.
  12. No. You must use two blocks.
  13. That doesn't answer the question, when is it called?
  14. Its probably supposed to be Minecraft.getMinecraft()
  15. You can replace items. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/FarmingBase.java#L143
  16. https://stackoverflow.com/questions/218384/what-is-a-nullpointerexception-and-how-do-i-fix-it
  17. 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).
  18. That would be chunkpos -> blockpos, not blockpos -> chunkpos
  19. That would be the ItemPropertyOverride section at the top of the item's class.
  20. 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).
  21. How would you get the chunkX and chunkZ position from any blockpos?
  22. 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.
  23. Assuming that the TileEntity data is properly synced with the client.

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