Everything posted by Draco18s
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My Block Texture Wont Load
Post your code.
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Creative Tab
Makes your post hard to read.
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[1.10.2] Loading custom gui for custom block
Cool beans. I was just providing an alternative and the "stuck point" I had when doing it that way (I had almost create a thread because I was pulling my hair out when I found the solution).
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Creative Tab
Oh, I don't know. Maybe it was the [ move] tag, or the [ glow] and the multiple colors....
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Why is my mod not working after I try to update it to 1.8?
You need to run: gradle.bat build in the command line
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[1.10.2][UNSOLVED and CLOSED] Forge blockstate varient system
waaait really!? awww man that ruined so much of my plans! man this is really confusing stuff... i think il just register blocks for each type and then, how can i use the orientable blocks? like a furnace for example... i want 1 block to have 4 possible directions and to be able to place them within code... You can have more than 16 possible states, they just can't be stored in metadata. It's either taken from the world or taken from the tile entity (using getActualState() )
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[1.10.2] Loading custom gui for custom block
Why would he want to use capabilities, he is using a TileEntity, not saving data to the player. Note to self capabilities can be tied to TileEntities. Yes, Caps can be on TileEntities. ItemStacks too. The hard part about doing the GUI was this line: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/GuiHandler.java#L37 Because Capabilities aren't inherently IInventory, so it's a little wonky getting the GuiContainer set up correctly.
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[1.10.12] Disable swappinp hand (F key) on item
Create a pull request.
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[1.10.2] How do you create an axe?
Alternatively you can override the getAttackSpeed method.
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Need help porting back to 1.7.10
1) Download forge 2) Set up forge 3) Copy code and make changes to build.gradle You've done #3 before doing #2
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[1.10.2] Loading custom gui for custom block
Has it occurred to anyone in this thread to use Capabilities instead?
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Fence Gate rendering problem 1.10.2 (Solved)
registry name is used as a lookup for the blockstate file. If the registry name is set as "asdfqwer123" then it will look in assets/yourmodid/blockstates/ for a file named "asdfqwer1234.json"
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[1.10.2] Loading custom gui for custom block
The slot bounds problem is in the transferStackInSlot method.
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[1.10.2] Multiple Items/Blocks crash launcher
Jesus... Why you do this? ;_;
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[1.10.2] Loading custom gui for custom block
- [1.10.2] registerServerCommand not working as expected.
Only override a method if you plan on DOING something with it.- Why is my mod not working after I try to update it to 1.8?
Running in Eclipse is fine. Building a jar you must use gradle.- [1.7]Immunity to fire when wearing custom armor
Probably will still render the mob being on fire, it will just give no shits. (ZombiePigs and Blazes still render being on fire--say, by being in lava--they just don't take damage)- [1.10.2][UNSOLVED and CLOSED] Forge blockstate varient system
You need to create the variant: public static final PropertyEnum<BlockPlanks.EnumType> VARIANT = PropertyEnum.<BlockPlanks.EnumType>create("variant", BlockPlanks.EnumType.class); Register it by overriding protected BlockStateContainer createBlockState() And finally translate between the states and meta by overriding public IBlockState getStateFromMeta(int meta) and public int getMetaFromState(IBlockState state) Do note that you're still limited to 16 possible values for metadata. Blockstates aren't magic.- [1.10.2] item leaves inventory
Good luck covering every possible way it can leave your inventory. (Hint: itemframes)- [1.10.2][UNSOLVED and CLOSED] Forge blockstate varient system
Actually it would be: }, "variants": { "variant": { "oak": { "model": "oak_planks" "textures": { "texture": "blocks/planks_oak" } }, The variant name (in this case "variant" because of the string passed to PropertyEnum.<BlockPlanks.EnumType>create("variant", BlockPlanks.EnumType.class); ) creates a block, inside which you list all the variants associated with it. Notice how "mossy" had a top-level block that contained both "true" and "false." Of course, you should give your variant a better than than "variant" such as "wood_type." I've got a two-property example here: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderores/blockstates/axel.json Though my enums are set up differently. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/blockproperties/Props.java#L70 IMetaLookup being a custom interface to supply cleaner meta->enum and enum->meta conversions (there is no need for a META_LOOKUP array: Enum.values() already exists, as well as Enum#ordinal()- Confused about a value at EntityRegistry.registerModEntity
Aaah, that's what that is. Alright. I do agree that it's cleaner alright! Didn't work for me cause I'm on Java 7 still, not 8, so it doesn't have that feature (ditto lambdas).- [1.10.2] Tutorial for entities needed
Step 1: Extend EntityMinecart Step 2: Register it as normal Step 3: Register a renderer for it as normal- Eclips file problem
Does not appear that your workspace was set up correctly.- Confused about a value at EntityRegistry.registerModEntity
Or a lambda. Or a method reference (which gives the cleanest code I think). How does the method reference version look? I had a devil of a time constructing the anonymous class correctly (and then felt like an idiot afterwards). - [1.10.2] registerServerCommand not working as expected.
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