Everything posted by Draco18s
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[1.11.2] Crop acting strange
Your crops don't recognize the custom farmland as being a valid block they can stay on.
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[SOLVED] [1.10.2] Detect if a biome is a specific type of forest
That's why it was suggested that you use reflection, because reflection can do that.
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Modifying Vanilla Iron Ingot
Explanation: ALL vanilla recipes assume an input stack size of 1, it doesn't matter what stack size you tell the recipe manager you want to use, the furnace (and crafting table) are hard coded to use exactly 1.
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[1.8] Grabbing stats from scoreboard
You get the values via reflection. http://www.minecraftforge.net/forum/index.php?topic=44675.0
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[1.11.2] Log not working
Caused by: java.lang.IllegalArgumentException: Cannot set property PropertyEnum{name=axis, clazz=class com.Egietje.degeweldigemod.blocks.CheeseLog$EnumAxis, values=[x, y, z, none]} as it does not exist in BlockStateContainer{block=dgm:cheese_log, properties=[axis]} You can't set the property because it doesn't exist in the block state container. The reason it doesn't is because you created a new axis property here rather than using the existing one from the parent class.
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[SOLVED] [1.10.2] Detect if a biome is a specific type of forest
Use the ReflectionHelper class. You'll need to know both the MCP name and the SRG name though. You'll have to use MCPBot to get the SRG name.
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[Solved] Item break handler
Try searching your workspace.
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Registering objects during runtime?
Oh, anything from "be a chest" to "be a furnace" to "be gravel" to "be a liquid." Stuff like that.
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Registering objects during runtime?
If the blocks are purely decorative and the player just gets to assign a texture, then it can probably be done with a non-ticking TileEntity and a (very complicated) baked model or IStateMapper class.
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[1.11.2] Custom Fertiliser not working (unsolved)
- [1.10.2] {Solved} Custom Bow Help
Try line 129 of ItemBow. entityarrow.setDamage(entityarrow.getDamage() + (double)j * 0.5D + 0.5D); It uses the base damage (2) and adds the POWER enchantment. That f variable is the initial velocity: float f = getArrowVelocity(i); From line 108. Actual damage dealt is handled by the arrow's velocity on impact: float f = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ); int i = MathHelper.ceiling_double_int((double)f * this.damage); From EntityArrow 266.- [1.10.2] {Solved} Custom Bow Help
Because that method in the parent class is static. You cannot override it. If you want arrows to do more damage, call entityarrow.setDamage(...) with a bigger number.- [1.10.2] Can't render Item
Shouldn't, the log has this line: Caused by: java.io.FileNotFoundException: tutorial:models/item/inventory.json The fact that it's looking for a file named "inventory.json" should have thrown red flags.- [1.10.2] Capabilities crash Capablility#getStorage()
Better link. https://github.com/lukas2005/IDEA-Mod/blob/master/src/main/java/lukas2005/idea/caps/IPlayerData.java#L114 That's the line that's crashing. I don't know why you're not doing return (T)this.instance though.- [1.11.2] [Solved] Shadows rendering around non-opaque non-full custom block
Minecraft.getMinecraft().getRenderItem().getItemModelMesher() You also shouldn't use the ModelMesher, you should use ModelLoader.setCustomModelResourceLocation- [1.10] Some rendering questions
1) You don't need a TESR to render tile entities. You can use baked models just fine 2) If you ARE using a TESR, you can render one in the inventory by using a fake TE that supplies default data to the renderer.- [1.8] Getting the chat input and modifying it.
That event, does not in any way, help you modify chat messages.- [1.10]Double Furnace
You have this check (twice, even): if (this.isBurning() || this.furnaceItemStacks[2] != null && this.furnaceItemStacks[1] != null) Double check that for yourself and make sure that it's doing what you want. (Hint: its not)- [1.10]Double Furnace
So, what you'll need to do is check if slot 0 or slot 1 is smeltable, and that the output can go to slot 3 or 4 (respectively). If either is valid, start burning fuel. You'll also need two timers.- [1.10]Double Furnace
Your slot setup is irrelevant to making the recipe work. What is your goal here, are both inputs required (copper ore + tin ore -> bronze)? Or are you making a "double furnace" where you've got two separate inputs that smelt to their respective outputs (iron ore -> iron bars, twice)?- [1.10.2] [SOLVED] Problems with Player's Display name
Show these two classes: tschipp/creativePlus/items/Wand tschipp/buildingblocks/blocks/BlockGravelGrass- [1.11.2] [Solved] Shadows rendering around non-opaque non-full custom block
While this is true, that's not actually what that does. The "shade" tag is what controls whether the block's model itself uses lighting information or is fullbright (i.e. even in a pitch dark room you can still see it, as if the block itself was "glowing").- Item texture.
If you're using item/generated as the parent, you don't need the display block at all. item/generated takes care of it for you. Also, when you say your texture/model is at "assets.expandedfood.models.item" do you have nested folders or one folder with periods in its name? Because you need the former.- [1.10] Some rendering questions
You can render static models using OBJ files, instead of JSON.- [1.10.2] [SOLVED] Problems with Player's Display name
At what point did I ever say the word "proxy"? - [1.10.2] {Solved} Custom Bow Help
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