Everything posted by Draco18s
-
texture not working
Yeah, and your problem is somewhere in like 12 different files. We need all of those so we can run your code ourselves.
-
texture not working
Good job, using a 1.9 tutorial for 1.11
-
texture not working
This is something I learned when reading up on 1.10, but yeah. Fixed that not that long ago too... Hmm...I'll have to check. Well bugger. This will keep me on my toes in the future, for sure. You have to call that method for items too. Yes, even items that are the item representation of your block.
-
texture not working
I...never thought about this before. Huh. Good to know. (Now to go fix my own usage...)
-
texture not working
Also: Why does the "registry" name have capital letters in it? Why isn't your unlocalized name based off the registry name? someBlock.setUnlocalizedName(someBlock.getRegistryName());
-
Random
Ew. That if-else block. Yuck. return new ResourceLocation("Civilian" + id + ".png"); //magic Also, the reason it isn't random is because the XOR operation isn't random. You're much more likely to get particular values than others. When I did something like this, I used a Mersenne twister. Nothing else got me close. https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/hazards/block/BlockUnstableStone.java#L175-L180
-
texture not working
http://bfy.tw/B3h4
-
texture not working
And that's not how you link images. Jesus. AND!!! You didn't expand the models/block directory. Fuck. Also, open the start menu and type "snip." Use that program instead of your phone next time.
-
Completely new to modding, but have an idea of what i want.
A solid understanding of an object oriented language is enough, really. Be that C#, Java, or something else. As long as you can work out what code to write in a language it's easy to figure out how to translate that into the language you're working in.
-
texture not working
Show us a screenshot, so we can see the folder path.
-
2 questions about destroying blocks [Forge 1.11.2]
Reflection.
-
texture not working
And does that file have the proper file name (all lower case)
-
Overwritten getItemDropped not being called
You know that /gamemode 0 exists, right?
-
Overwritten getItemDropped not being called
No. It is not. It is not supposed to drop anything. Creative mode literally bypasses all harvestblock code.
-
Overwritten getItemDropped not being called
Absolutely fucking not.
-
texture not working
You don't need this chunk unless you're using different values than item/generated
-
[Forge 1.10.2] Create a pickaxe that break unbreakable blocks?
On your newest code.... You are comparing ItemStack instances using == which will never work. Except that what you are comparing is the return of block.getItem(world, pos, state) with the return of block.getItem(world, pos, state) (i.e.. itself) which will always be true.
-
1.10 progamatic textures
The "no code talk" is because I didn't want to know about your attempted approach but your desired outcome in order to avoid an XY Problem. Anyway, there's some stuff on this forum from people doing similar things. Camouflage blocks, etc.
-
1.10 progamatic textures
It's not an NBT block. NBT has nothing to do with it. It's a TileEntity. The TileEntity stores the state that is appropriate for being rendered, and the model (or TESR) reads that state in order to display. There's a way to do this using a custom IBakedModel class, but I'm only aware of the broad strokes.
-
isOpaqueCube Deprecated
Look at vanilla blocks, like stairs or glass, to see what they do.
-
1.10 progamatic textures
What is your goal? What are you trying to make happen? Do not talk code.
-
[Solved]Design Approach for adding snow for seasonal change
Ok, this is like 4000 times more complicated than you think.Trust me, I did it. The "can snow" boolean is basically garbage and controls nothing AFAICT. Snow is entirely governed by whether or not precipitation (rain) is allowed, the biome's temperature, and the Y level of the block (mountains are colder at the top). You want seasons? You need to create a way to determine the date from the totalWorldTime, adjust the biome temperature and rainfall values as necessary (AND ON THE CLIENT), deal with chunk-border update problems (if no blocks change the grass color doesn't update), and let vanilla rain/snow stuff take over from there. It's a bitch. It doesn't work very well, I had to do some really hackish things (in 1.7) that I'm not proud of, and getting ice to melt and prevent permanently freezing the ocean is basically impossible.
-
gradlew setupDecompWorkspace Error
Yeah, setting up on a 32 bit OS is dicey at best. I managed it once having to continuously tweak the ram allocation up and down by increments until it worked (there's two different errors: one says it couldn't allocate the RAM, and you go down in MB, the other said it ran out of heap and you go up in MB).
-
gradlew setupDecompWorkspace Error
To me it looks like you need to allocate more RAM to the decompile process or you may need more RAM in your machine. (it looks like it gave up after trying to allocate more than ~3GB). You can also try telling it to use less RAM (in the event that you don't have 3GB available in your machine and can't add any: e.g. a 32 bit OS).
-
Creating blockstate from string and meta
It's....not something you should be calling in most circumstances. However, for this purpose, this is the only method available for what you're doing.
IPS spam blocked by CleanTalk.