Everything posted by Draco18s
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[SOLVED] Ignoring block#inventory json files? [1.10.2]
Show how you register your block and block model.
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Submodel Variants?
Mmmm....nope. Typed like that the game through a "could not find variant" message caused by "Not a JSON Object: 6.0". Shoving the var1/var2 stuff inside the } just to the left (so it was part of the submodel declaration) threw "Expected to[1] to be a Float, was "#height"" message instead.
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MC 1.10+ Changing life, armor
Try taking a hit that is 20 damage. Or 30. damageTaken = damageDealt * ( 1 - min( 20, max( defensePoints / 5, defensePoints - damageDealt / ( 2 + toughness / 4 ) ) ) / 25 ) "toughness" for all armors is 0, unless diamond, in which case 2. "defensePoints" is the visible armor points.
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Submodel Variants?
So I have a submodel that I'm using to represent some TE data and just changed from it being a boolean property to an integer (0-6). I'm perfectly happy copy-pasting the submodel json file 5 times and supplying slight variations on each, however I wanted to ask if it was possible to have variants in the model and just query that instead. My blockstate file looks like this atm: "salt_level": { "6": { "submodel": { "saltblock": { "model": "harderfarming:salt6" } } }, "5": { "submodel": { "saltblock": { "model": "harderfarming:salt5" } } }, "4": { "submodel": { "saltblock": { "model": "harderfarming:salt4" } } }, "3": { "submodel": { "saltblock": { "model": "harderfarming:salt3" } } }, "2": { "submodel": { "saltblock": { "model": "harderfarming:salt2" } } }, "1": { "submodel": { "saltblock": { "model": "harderfarming:salt1" } } }, "0": {} } Where each of those submodels would look like: { "__comment": "Model generated using MrCrayfish's Model Creator (http://mrcrayfish.com/modelcreator/)", "textures": { "0": "harderfarming:blocks/saltblock" }, "elements": [ { "name": "salt", "from": [ 5.0, 0.0, 5.0 ], "to": [ 11.0, 6.0, 11.0 ], "faces": { "north": { "texture": "#0", "uv": [ 5.0, 5.0, 11.0, 11.0 ] }, "east": { "texture": "#0", "uv": [ 5.0, 5.0, 11.0, 11.0 ] }, "south": { "texture": "#0", "uv": [ 5.0, 5.0, 11.0, 11.0 ] }, "west": { "texture": "#0", "uv": [ 5.0, 5.0, 11.0, 11.0 ] }, "up": { "texture": "#0", "uv": [ 5.0, 5.0, 11.0, 11.0 ] }, "down": { "texture": "#0", "uv": [ 5.0, 5.0, 11.0, 11.0 ] } } } ] } Only that the "to" and UV values will differ slightly. I was just wondering if there was a cleaner/simpler way to do this.
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MC 1.10+ Changing life, armor
Actually...You can create armor that is "better than diamond" using the current 1.10 armor mechanics. Diamond Armor has an "armor toughness" property (giving 2 points, all other armors lack this attribute and give 0 points). Prior to 1.9, armor was a flat 4% reduction per point (half-icon in the UI). With 1.9 it was changed so that as the damage you took went up, the percentage per point went down (to a minimum of 0.8% per point). Armor toughness reduces that reduction math. So yes, you could actually provide armor that has more toughness than diamond.
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[1.8.9]Custom dimensions Top/Filler block not spawning
IIRC, the default handling of top and filler blocks is that they ONLY replace stone. You need to override that behavior somewhere.
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[1.10.2]ItemBlock Model Not Loading
By the way, you have the forge marker. You don't need to write out the Cartesian map of your blockstates like that. See: http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/ Or: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderores/blockstates/axel.json
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[SOLVED] where do I get Random rand for MC seed to use anywhere?
World#rand
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[1.10.2] add recipes to Brewing Stand ??
BrewingRecipeRegistry.addRecipe(IBrewingRecipe)
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[1.10.2]ItemBlock Model Not Loading
You have a blockstate json, but not a model json. You either need a model json or specify an existing model in the blockstate json (which can point to a vanilla model or a custom model). https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderores/blockstates/ore_hardiron.json#L9
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[SOLVED] Detecting when Redstone Repeaters or Comparator's are Updated
No. And the stuff should be 100% based on world state.
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Odd Missing Texture Error
Edit, ok, the missing texture is back AND several other blocks now have missing models and no errors. WTF. *Compares with Git repo* Well I can now solve both problems. Despite having searched the entire project for "saltblock" and not finding it, it was buried over in the model used by the blocks that were broken.
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[1.10.2] [UN/SOLVED] Item NBT
Cough: I didn't type out the null checks because I figured you were intelligent enough to know what I'd meant. Point is: don't store the lore string in the NBT. Looking back over what you had, things actually may have been fine, you just have a weird "convert from index to chapter" method (honestly, what do that even do, add 1? Subtract 1? Return its input?). Also: this.random.nextInt((8 - 1) + 1) + 1; "8 - 1, +1" Do you mean "8" per chance?
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Odd Missing Texture Error
Eclipse's version is Project -> Clean, I believe. That was insufficient (I still got the error). Lets try manually deleted everything in /bin, /build, and /run.... yep that did it. What was weird was that it WAS using the current files (I could make changes and see them reflected when running), but kept insisting there was a problem.
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custom furnace crashes game on smelt
Don't use BlockContainer. Just extend Block then override hasTileEntity and getTileEntity, like I did here: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/block/BlockSifter.java
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[1.10.2] [UN/SOLVED] Item NBT
You're still pulling the lore from the NBT. Stop that. This function should look like this: private string getLoreIndex(ItemStack stack) { int loreID = stack.getTagCompound().getInteger("lore"); return UtilsScCeui.getIndexFromID(loreID); } Along with the various "hasNBT" and "hasKey" checks.
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Pressing the inventory key closes my container!
Cough:
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made a custom furnace work but i cannot craft it
Language file
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made a custom furnace work but i cannot craft it
You need to post more of your code. You are likely trying to register the recipe before your items have been created.
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how to i check for multiple items in the players inventory
Write your own code that loops over the player's inventory.
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how to i check for multiple items in the players inventory
If you looked at the method hasItemStack you'd find that it gives no shits about stack size.
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Modded a paxel but custom materials wont work for it please help
Your own values.
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Modded a paxel but custom materials wont work for it please help
It's based on the ToolMaterialEnum. Basically, don't use it at all because it could change if someone else also creates tool materials.
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Modded a paxel but custom materials wont work for it please help
Your tool material has an ordinal of 8. Your ATTACK_DAMAGES array has a size of 5. Take a wild guess at why that crashes. Then use this constructor instead: public TutorialItemPaxel(ToolMaterial material, float damage, float speed)
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Modded a paxel but custom materials wont work for it please help
Use the other constructor for the axe, the one that takes two floats. There's literally 400 threads on this forum about it. One of which was created yesterday.
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