Everything posted by Draco18s
-
[1.11] [SOLVED] Help disabling xp orbs on dead from a minion.
You'll have to examine the EntityWolf class to see how it does it.
-
[1.11] [SOLVED] Help disabling xp orbs on dead from a minion.
EXP only drops if mobs are killed by the player.
-
[UNSOLVED][1.10.2]Need help with TESR and tileentity item
The class implements it. setCustomStateMapper registers it. But yes.
-
Java error on starting game by a block
You are correct. I was looking for something that wasn't there, but which didn't need to be either.
-
Putting (some) village information on a sign, and saving new tags
It's just TileEntity data.
-
Java error on starting game by a block
You haven't told the game what states your block has, so you've tried to set a state the blockstatecontainer doesn't know about and is therefor invalid. (You're missing a method that you need to override)
-
Renamed: Figured out most of villagers, need help ironing out bugs
I'm at a loss. You call super for the methods you've overridden and you haven't overridden onUpdate... Nope, no idea.
-
[UNSOLVED][1.10.2]Need help with TESR and tileentity item
Whoops. Still. You had this: ModelLoader.setCustomStateMapper(Modblocks.grill, null); Which was still not creating an instance of your custom IStateMapper.
-
[1.11] Custom Dimension
It hasn't changed much.
-
[UNSOLVED][1.10.2]Need help with TESR and tileentity item
If you tell it to use the default state mapper and not your own implementation, of course it's going to keep looking. ModelLoader.setCustomStateMapper(Modblocks.megatnt, (new StateMap.Builder()).ignore(new IProperty[] {BlockMegaTNT.EXPLODE}).build());
-
[UNSOLVED][1.10.2]Need help with TESR and tileentity item
An IStateMapper implementation. Here's one of mine.
-
Renamed: Figured out most of villagers, need help ironing out bugs
Show your entity class. You fucked something up there, not in the replacement.
-
[1.8] Entity stealing items from inventory
- 1.11.2 Creating custom Ore. [SOLVED]
It is a tag that prevents BBcode inside it from being parsed. Watch. [nobbc]This sentence is rendered as is[/nobbc]- 1.11.2 Creating custom Ore. [SOLVED]
Cough. [nobbc][nobbc][/nobbc] is a thing, guys.- 1.11 Overidding MC villages
Again, read your errors. Caused by: java.lang.RuntimeException: StructureStart "orangeVillager61.ImprovedVillagers.generation.IvMapGenVillage$Start" missing ID Mapping, Modder see MapGenStructureIO- 1.11 Overidding MC villages
The fuck are you doing? IvMapGenVillage newGen = (IvMapGenVillage) event.getNewGen(); System.out.println("Genning 2"); event.setNewGen(newGen); NO. JESUS CHRIST NO. CREATE A NEW GENERATOR, DON'T GET IT FROM THE EVENT. FUCK.- [1.11.2]IItemPropertyGetter explanation request(Great Explanation inside)
I also have an example of that here with model registration here and I think this class was used somewhere along the way as well.- [1.11.2] Help with Block Rendering
1) Yes. You do it via the blockstate file. 2) I don't know 3) OBJ models.- Entity not spawning block on impact/replacing existing blocks [1.11.2] [Solved]
Change: if (true) { To: if(world.getBlockState(new BlockPos(this.posX, this.posY, this.posZ)).getMaterial() == Material.AIR) { And you can create one blockpos for the if-statement and the next line (the setBlock) as well. And maybe you'll want a loop that checks a range of blocks.- Any reason why reflection doesn't work in the exported mod?
I tend to grab the MCPBot exports that match the Forge version I have and keep them locally with my project. Lets me reference them regularly very quickly.- [1.11.2]IItemPropertyGetter explanation request(Great Explanation inside)
So, IItemPropertyGetter gives you the following (client side) method: public float apply(ItemStack stack, @Nullable World world, @Nullable EntityLivingBase entityIn) Which includes the ItemStack, and presumably its NBT tags. It must return a single floating point number, which is tied to a single "property name" (e.g. "Time" which is what the clock uses). The Item's json file then must have these states in sequential order because minecraft goes "Ok, I need 12.9845" and starts at the top and looks for the first value that's larger than the IItemPropertyGetter's returned value and uses that "variant." I discovered this by accident when trying to do something weird. You can see an example implementation of my own here (using world information, not NBT): https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/item/ItemThermometer.java#L53 https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderfarming/models/item/thermometer.json Where each one of those specified models is a normal, standard, item model file (which can point to a block, just like any other block item model file). https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderfarming/models/item/temp_05.json- 1.11.2 Creating custom Ore. [SOLVED]
By the way, "3.0" there isn't any different than "1.0" The number is the "probability that the furnace will drop 1 experience per item smelted." A value greater than 1 is treated as 1.- 1.11.2 Creating custom Ore. [SOLVED]
Because vanilla ore blocks drop themselves, which is handled by the super class, Block- [1.11.2] Custom Fertiliser not working (unsolved)
Has the OP posted readable code? No? - 1.11.2 Creating custom Ore. [SOLVED]
IPS spam blocked by CleanTalk.
Important Information
By using this site, you agree to our Terms of Use.