Everything posted by Draco18s
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mod will not build/compile
Settings in Eclipse != Settings in Gradle.
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[1.10.2] Animating Armor
Well of course they all animate. They all use the same model and all get rendered the same way, including keybind check. You make no attempt to distinguish which armor is currently being rendered.
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Feedback wanted on a possible new blockstates JSON format
Because you're wrong. Here's the same block using the Forge format: { "forge_marker": 1, "variants": { "normal": { "model": "coarse_dirt" } } } Magic! All those other lines are options. You can set up defaults and override them with variants (or not!). The "defaults:{}" block is actually a way to simplify the format, so rather than having to specify the same thing over and over again, you specify it once.
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Feedback wanted on a possible new blockstates JSON format
That is what he wants to avoid, aka the Vanilla Blockstate System. He wants something more like the latter because you can't do this: "connected_down=true": { "y":90 } "connected_east=true": { "x":90 }
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java io file not found for JSON models
/assets.forgecraft/ does not equal /assets/forgecraft/
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[1.11] Custom fire not working right
1) you didn't cancel the event 2) you don't play any sounds
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[1.11] Custom fire not working right
What happens? That is, what does happen that you don't want or what doesn't happen that you do want?
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[1.10] Blockstates and Item Models
I've kind of been ignoring this one for a while because there's nothing technically wrong, just that the display is not as would be desired. I have a block with multiple states that uses a blockstate file to define which texture should display. The block model is blocks/cross (flowers, tall grass, etc) However this means that the item model is likewise displayed as a cross block: https://s14.postimg.org/5skgv4dtt/2016_11_26_13_09_32.png[/img] Is there a way to specify a separate item model, but still use the blockstate file for the specific texture?
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Help checking if an item is valid for a slot.
pushMatrix and popMatrix, which you're already doing. I suspect the reason is that
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[1.10.2] Custom Machine Slots Going Crazy
You should also stop using IInventory and use IItemHandler instead.
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Is it possible to define stairs using the forge blockstate format?
Then I guess you have your answer.
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AABB Help
If you're trying to make a block with a huge bounding box: you can't. You must make secondary "technical" blocks, like the way Beds and Doors do.
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[1.11]Meta data help.(unsolved)
http://mcforge.readthedocs.io/en/latest/blockstates/states/
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Help checking if an item is valid for a slot.
Shouldn't you be getting your items from the TE instance?
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Is it possible to define stairs using the forge blockstate format?
You mean like... http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/#sub-models ? The "submodels" part of that section not being the relevant part, look at mossy and pillarcount.
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Creating an itemblock for double slabs?
Lets see.... Ahh. At first I was going to say "well yes, you're forcing the metadata, but it's still not a valid blockstate per the BlockStatecontainer rules (that is, you can't use world.setBlockState(..) ) but actually it is. There's two properties involved: Variant (stone, wood, etc) and Seamless. All double slabs are not seamless by the way the slab item works, but you can set the property. The OP is still going to have to register their own item and model for it, though.
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Help checking if an item is valid for a slot.
Do you know what that means? Also, you set the HoverStart for the one item, but not the other.
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[1.11] Adding custom dimension
Surprisingly, not very hard. Well, unless you want the dimension to contain something. The three bits you're missing are these three: https://github.com/Draco18s/ReasonableRealism/tree/master/src/main/java/com/draco18s/industry/world Mind, I have those set up to provide an inaccessible dimension full of nothing so I can store tile entities from one of my blocks.
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Help checking if an item is valid for a slot.
GUIs bypass isItemValid checks, you will also need a custom Slot class. Also switch over to capabilities.
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[Solved] [1.11] Creating Quarry
This is the better solution, you'd just have to take care not to destroy the hopper as part of your mining. Might want to ignore the 3x3 area directly below your quarry device. The only machine I've ever made that doesn't work like that was a millstone, for grinding ore, that when it got "full" (stack of 8 tiny dusts) it would drop it into the world below it, because it was intended to be built before you had regular access to iron (so spending 5 ingots would be an expensive investment) and had no GUI. Then I had a sifter that could suck items dropped on it (like a hopper) to combine the dusts into large piles, but it didn't drop those into the world (it has a GUI).
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Creating an itemblock for double slabs?
That block does not exist as a valid state any more. It used to only through a quirk of how the metadata value was handled. You will need to fake it.
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[Solved] [1.11] Creating Quarry
I don't see anything obviously wrong. Use the debugger and step-through.
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[Solved] [1.11] Creating Quarry
What method is this inside?
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[Solved] [1.11] Creating Quarry
(A, B) != (B, A)
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[Solved] [1.11] Creating Quarry
If you want the block to be diamond, yes. Keep in mind that if you wanted spruce planks instead you'd have to do: Blocks.PLANKS.getDefaultState().withProperty(BlockPlanks.EnumType.SPRUCE) (Assuming I got the proper names of everything correct) Because spurce is a variant. The default state would get you oak.
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