Everything posted by Draco18s
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1.11 crash with FACING
By the way, don't implement ITileEntityProvider. Use the hasTileEntity and getTileEntity methods already present in the Block class.
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[1.8]Make booleans stay after quitting Minecraft
You should probably start invoking those methods, yes.
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[SOLVED] [1.10.2] Proper TileEntity rendering
Use your debugger, then.
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[SOLVED] [1.10.2] Proper TileEntity rendering
You need to pass an array of properties, e.g: @Override protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] {Props.AXEL_ORIENTATION, BlockHorizontal.FACING}); }
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[1.11] OpenGui not working on Tile Entity
Use SlotItemHandler. Duh.
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[1.10.2] Multiple copies of item in inventory when registering
HMM. public void getSubBlocks(Item itemIn, CreativeTabs tab, List<ItemStack> list) { for (final EnumAxis axis : EnumAxis.values()) { list.add(new ItemStack(this, 1, axis.getMeta())); } } I wonder what THIS does...
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[1.11.X] Compass to point to your personal spawn point
Packets, basically. The client asks the server "hey, were's my bed?" when it logs in. When asked, or when the bed is set, the server sends that client the information. You don't need to do anything with the AbstractClientPlayer because when the client asks the server, the server already knows which non-abstract player is asking (due to the message context).
- [1.11] 'glowing' ores
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[1.11] Creating an Overlay
client proxy: no renderOverlayEvent: yes
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[1.11] OpenGui not working on Tile Entity
My guess: Your TE has an inventory that contains null items. in 1.11 you can't have null ItemStacks, you have to use stacks of air.
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[1.11] Animating blocks.
No code, no help
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[Solved, Sort of, but DO NOT worry about this] Changes with 1.11 from 1.10.2
Call ModelLoader.setCustomModelResourceLocation(...) for your item.
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How to add food (1.10.2)
Tada! A working example.
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[1.11] 'glowing' ores
You want it to appear full bright, yes?
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.json 'item_block' changes.
Your block class should already have it in the constructor.
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.json 'item_block' changes.
Are they blocks that have a FACING property? You can set the default blockstate to face a different direction (West, IIRC).
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[1.8]Chat Codes on Servers
Your "server" proxy should be your common proxy that you already have. There is no reason to have a dedicated "dedicated server" only class as 99.999% of the time you will want to do "servery stuff" on the client to during Single Player and LAN games.
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[Solved, Sort of, but DO NOT worry about this] Changes with 1.11 from 1.10.2
Set the unlocalized name to the registry name: blockOrItem.setUnlocalizedName(blockOrItem.getRegistryName())
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[1.10.2] Model acting different depending on dimension
My usage is different from Selim's. But if you're making ores that you want to be made of any material (gravel ores, sand ores, sandstone ores, granite, diorite...) then you need to have a base+overlay if you want to match altered textures in the case of resource packs. You always want your overlay to paste on top of whatever the "stone" block is.
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[1.10.2] Model acting different depending on dimension
Compare: To: https://github.com/Draco18s/ReasonableRealism/tree/master/src/main/resources/assets/harderores/textures/blocks/ore And that's just 10 ores in that image.
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[1.10.2] Model acting different depending on dimension
Option A: - 192 textures for [material] + [ore] Option B: - 12 material textures + 16 ore overlays Hmm...
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[1.10.2]GuiContainer: draw texture in foreground of an item in slot
Yes I do. And I don't know if you can draw over the item. I was telling you how I did something similar. You would probably need to override drawScreen and possibly replace drawSlot.
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Trouble setting up the forge workspace?
gradlew setupDecompWorkspace eclipse is identical to running both commands one after the other.
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[1.8]Chat Codes on Servers
ServerChatEvent... ClientSideOnlyClass reference... Hmm.
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[1.11.X] Compass to point to your personal spawn point
This is literally gibberish. The IItemPropertyGetter interface sets up a callback method which is invoked when the item is rendered, all the time, every time. Unless you somehow think that during preInit (before! The title screen) there is a player object and a world to look at...
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