Everything posted by Draco18s
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Furnace Dude
You might want to try not completely whole-sale copying the furnace class. You don't know what 90% of it does and so when it does something you don't want, you don't know why. For example, it keeps making the block a vanilla furnace. Well, that's because your furnace tile entity told the game to do that. I even quoted the section of code responsible and you still couldn't figure out what it did or why.
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Furnace Dude
Gosh, I wonder what this code does. if (flag != this.isBurning()) { flag1 = true; BlockFurnace.setState(this.isBurning(), this.world, this.pos);
- Furnace Dude
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Furnace Dude
Your block says that it has a facing property. Your blockstate file doesn't indicate what to DO with that property. Exception loading model wwmod:wonka_furnace#facing=east Caused by: ModelBlockDefinition$MissingVariantException
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Furnace Dude
What does the console say?
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Prevent Hopper input/extraction
Oops I see that your hasCapability always returns true when they are looking for a IItemHandler one. You need to make the same checks and return false. Because of this my hasCap method returns getCap(...) != null just to avoid the headache.
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Non-working JSON
Or in some cases, makes things a lot more complicated. For example, I had this: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/oreflowers/blockstates/oreflowers1.json And I wanted to add a property called "tall" which would indicate that the plant was 2 blocks high and if "tall" was true, use a different texture (for the lower half). Except that not all of my plants were "valid" if tall was true (incidentally it applies to like four to six things out of about 36, but as which four weren't discovered/created at the same time, it wasn't going to be easy to refactor other code to migrate those four to their own block). So I was either going to have to use the vanilla syntax 16 2-prop entries per file across 4 files; with another 2 files having 2 entries) or find another way to handle it. I ended up using a custom state mapper to map the "tall" state so that it pointed at a different resource file: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/oreflowers/blockstates/oreflowers1_tall.json
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Items texture not rendering.
resources must be in all lower case, in 1.11, and should be in 1.10 (not enforced, but is a best practice).
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Prevent Hopper input/extraction
Or just not return them when a side is passed.
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Non-working JSON
I consider that to be the vanilla syntax. While the forge format supports it, it is still the vanilla syntax.
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[1.11]texturex not working after update
30 items and 10 blocks. So many. Very changes. Much work. Wow. I just finished up updating a 1.7 mod to 1.10. 70 items and 30 blocks, plus or minus. And that's ignoring the fact that I had to MAKE the json files (about 200) and redo 40-odd textures. And that's STILL not including the custom state mapper work I had to do OR the IBakedModel shenanigans for a 'liquid' model. I, at least, don't need to come to the forums to diagnose a FileNotFound or NullPointer.
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[1.11]texturex not working after update
Why can't people read their fucking errors? file not found: "materialesredstonecompresa.json" file that exists: "materialesRedstoneCompresa.json" THESE STRINGS DON'T MATCH.
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Non-working JSON
You could either do separate models for one of the properties (if that'd work, it might not depending on what you're doing) or you could use the vanilla variant format.
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Help with #.dropItem()
Because you're also spawning those items on the client side which don't actually exist. If you log out and log back in again, they'll be gone.
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Non-working JSON
If you mean "bool=true,enum=a":{ texture{ ... } } (and only in this case) then no, you can't. Not with the Forge method.
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[1.11] Counting Mobs.
No duh. You only count the mobs server side: if(!world.isRemote) Which means that client side, the array is null.
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[1.11] Register Entities mobs help
1) Your first two mob register methods do fucknothing. 2) The third method both takes in an Entity (so it's not being called), AND looks for a block+item, AND is using an outdated method of registering an item model anyway. You should be using ModelLoader.setCustomModelResourceLocation(...)
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Overwriting Tooltips
I think, however, that WAILA relies on NEI, and there is not a WAILA equivalent for JEI.
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[1.7.10] Forge is having errors since I updated my modpack, and I am lost!
Are you a modder (mod-author?) no. You're a user. You want Support and Bug Reports. But in any case, you're still not going to get help with 1.7.10 as that is no longer supported by the Forge community (hell, some folks are trying to migrate off 1.10 already).
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[1.8.9] Modify the playerlist for the client.
Then you can't do what you want to do. Game, set, match.
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Only bits and pieces of information, everywhere...
The only thing I can really point you to is: https://mcforge.readthedocs.io/en/latest/ Failing that, you can always look for Lex's github which should contain at least one project that is up-to-date.
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[1.11] Sources?
I think its more that the people who know "all of the things" don't have the time to write a tutorial combined with the fact that updates are made so frequently as to out-date any tutorial in months, if not weeks. But we do post our code publicly on github, providing a reference, although usually not well documented. Then you have to consider the fact that a lot of new modders are people who barely know what programming is (the whole "I'm going to learn Java by modding!" outlook).
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[1.10.2] RangedAttribute throwing exception
If you look closely, it is 2.2 * 10-308, making it so much closer to 0, and that may be outside of the Double range, causing it to set to 0? Don't know for sure, I'm too lazy to figure that out. You're right, but it's still a positive value, and 0 is definitely smaller than it, which is why it's throwing a "zero is below minimum" error. (Java's Double.MIN_VALUE is 4.9E-324 for reference)
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[1.11] Seed and Crops error crash
Item seed = null; Block plank = null; seed = new Seed(plank);//what is the value of plank right now?
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[1.8]Make booleans stay after quitting Minecraft
Property#getBoolean()
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