Everything posted by Draco18s
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[1.10.2] How to change ItemStack item?
That depends. Where are you wanting to do this and why?
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Entity Ticking error :X
location is null. This is passing null: changeToIce(par1MovingObjectPosition.getBlockPos(), 5); par1MovingObjectPosition.getBlockPos() is not guaranteed to not be null.
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[1.10.2][SOLVED] Better way of registering models for items and blocks?
Aren't models suppose to be registered in the pre-initialization phase? The way he was doing it, no. ModelLoader.customModelLocation, yes.
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[1.10.2][SOLVED] Better way of registering models for items and blocks?
Yes. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L120
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[1.8.9] Generating Block Texture On Runtime
Gosh, probably because that's what people told me to do on this forum back when I was trying to figure out how to combine textures....
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Custom Crop Crashes w/ Unknown Error Upon Planting.
You can't register them at the exact same time: one will always goes first. Stop passing references to constructors and instead alter the class files to point to your items/blocks lists.
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Entities not updating rotation (not rendering it at least)
MoveEntity is for moving by an amount, not to a location.
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[1.10.2] [UNSOLVED] Block EnumFacing crash
You should try using Step Into rather than Step Over
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[1.8.9] Generating Block Texture On Runtime
Use a TextureAtlasSprite and override it's load method and make sure that it gets added to the sprite sheet (subscribe to TextureStitchEvent). Do note that by overriding load you'll end up skipping LOTS of vanilla debug behavior regarding missing/corrupt textures and the game will either crash (in vanilla code), or not behave properly, and you'll be on your own to debug. Here's a TextureAtlasSprite class I wrote once that combines two different .png files during startup. https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/hardlib/client/TextureAtlasDynamic.java
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Well...you're passing the size of the array as the slot index. Of course that's going to be out of bounds.
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[1.10.2] 9x9 Crafting table dupe
You're going to have to do some debugging yourself and at least narrow it down to a specific method. We aren't going to download your whole project and load it into Eclipse and do that knowing only the observed behavior.
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Creating an item with eclipse: Not working
- [1.10.2][SOLVED] Custom mobsound would`t work
Post a screenshot of the path for me?- [1.8.9] TESR's collision box and bounding box
Look at the bed, door, and other two-high vanilla blocks.- [1.8.9] TESR's collision box and bounding box
By using a second block.- [SOLVED] Dynamic blocks models and complex underlying block states
The camo block (the router?) needs to not tell Minecraft that it is a full, opaque, cube.- [1.10 SOLVED] Trying to cleanly implement Colored Items
Gimp handles hex values as well. You can copy and paste to that field.- [1.10 SOLVED] Trying to cleanly implement Colored Items
Readability. And the decimal color is just the base 10 representation of the same value.- [1.10 SOLVED] Trying to cleanly implement Colored Items
Colors in decompiled minecraft are in decimal. 171,36,36 would be 11215908. However, you should express your colors in hex. Which would be 0xAB2424.- Gui buttons and drawing in the foreground
How about making your own button class? https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/client/gui/GuiContainerOreCart.java#L82-L114- [1.8.9] Throwable Entity ... (all entitys get the same model?)
It's spelled "mod" in lower case and without quotes (the quotes in this post are a legitimate use of the punctuation mark). It is not an acronym. Minecraft mod. CustomNPCs mod. One Piece anime.- [1.8.9] Throwable Entity ... (all entitys get the same model?)
Is your mod a mod or is it a MOD or only sort of a "MOD" but not really? (Protip: quotes around things mean either speech or saying "it's not really this thing." See: Air Quotes).- TileEntity rendering with json
Er...yes. Somewhere along the way I got extended state and actual state mushed together in my head. Whoops!- TileEntity rendering with json
Here's the only work I've done with extended states. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/block/BlockSluice.java#L80 Mind, all that is for calculating water height (but it's treated like any other unlisted property). But it doesn't have a json file associated (the model is runtime). But the principles should be similar.- TileEntity rendering with json
Yes. You would just be encoding those values in the block's extended state (which is used pretty much only for rendering). That said, with 4 blocks and 4 horizontal directions, there's no need for a TE at all: 4x4 = 16, which is the maximum amount of data storable in metadata. - [1.10.2][SOLVED] Custom mobsound would`t work
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