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Draco18s

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Everything posted by Draco18s

  1. guru.tbe.item.ItemEarthOrb is a package and a class, it is not an Object. You need to do "new ItemEarthOrb()" or reference one that already exists.
  2. I see. Ok then. Next question: Do I seriously need to have a separate JSON file for every item model variant? I'm going to have 16 variants for one block and I'm going to easily end up with 11 of these blocks (iron, gold, diamond, copper, tin, aluminum, lead, nickel, osmium, silver, uranium). For blocks this was easy: 1 base model file and 1 blockstate file declaring the 16 variants (each variant changing a single texture). For items it looks like I need a whole file just to declare that texture.
  3. Ah, need to set the custom model location for the item too. Of course.
  4. You don't have an inventory variant in your blockstate file
  5. I found this thread, but there isn't enough information to be sure I've done things correctly. Assuming my ItemBlock class is ItemOreBlock extends ItemBlock : What is the name of the json file? Where is the json file supposed to be located? How to I register my block? Because nothing I've tried works. Current: oreIron = new BlockHardOreBase(); oreIron.setRegistryName("hardiron"); oreIron.setUnlocalizedName(oreIron.getRegistryName().toString()); ItemBlock ib = new ItemOreBlock(oreIron); ib.setRegistryName("hardiron"); GameRegistry.register(oreIron); GameRegistry.register(ib); Which gives me flat, 2D "missing texture" items.
  6. Its more than likely that you never set the field in your main class to anything.
  7. http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/ { "forge_marker": 1, "defaults": { "textures": { "texture": "blocks/planks_oak", "wall": "blocks/planks_oak" }, "model": "pressure_plate_up", "uvlock": true }, "variants": { // mossy is a boolean property. "mossy": { "true": { // if true it changes the pressure plate from oak planks to mossy cobble "textures": { "texture": "blocks/cobblestone_mossy" } }, "false": { // change nothing. The entry has to be here to be generated for internal usage by minecraft } }, // pillarcount is a property that determines how many pillar submodels we have. Ranges from 0 to 2 "pillarcount": { 0: { // no pillar. Remember, has to be there. }, 1: { // if it is true, it will add the wall model and combine it with the pressure plate "submodel": "wall_n" }, 2: { "textures": { "wall": "blocks/cobblestone" }, "submodel": { "pillar1": { "model": "wall_n" }, "pillar2": { "model": "wall_n", "y": 90 } } } } } } The "pillarcount" section is not valid JSON (ignoring the comments). "Expecting 'STRING', '}', got 'NUMBER'" It should be: { "forge_marker": 1, "defaults": { "textures": { "texture": "blocks/planks_oak", "wall": "blocks/planks_oak" }, "model": "pressure_plate_up", "uvlock": true }, "variants": { // mossy is a boolean property. "mossy": { "true": { // if true it changes the pressure plate from oak planks to mossy cobble "textures": { "texture": "blocks/cobblestone_mossy" } }, "false": { // change nothing. The entry has to be here to be generated for internal usage by minecraft } }, // pillarcount is a property that determines how many pillar submodels we have. Ranges from 0 to 2 "pillarcount": { "0": { // no pillar. Remember, has to be there. }, "1": { // if it is true, it will add the wall model and combine it with the pressure plate "submodel": "wall_n" }, "2": { "textures": { "wall": "blocks/cobblestone" }, "submodel": { "pillar1": { "model": "wall_n" }, "pillar2": { "model": "wall_n", "y": 90 } } } } } }
  8. "meta:15" and "water" are not related here. The metadata 15 check is "how long has the reeds/seaweed been growing." It's AGE. Water is merely the "is there water above me?" check so that the seaweed doesn't grow up into air.
  9. Doesn't render in the world either. Went back to using vanilla textures (it worked). Moved to my custom block model (it has an overlay). That worked. Then added a particle (that was fine). Changed one texture to my texture. And it worked. I'm confused. I can ctrl-z back to something that doesn't work and ctrl-y back to something that does. WTH. Edit: Tried to isolate what made it break and somehow lost that state.
  10. I literally copied the texture from my 1.7.10 mod. http://s31.postimg.org/hst3mvyi3/iron_ore.png[/img]
  11. Looks like you copied the code from BlockReeds. The code as you have it does not do what you say you think it does. Check the block positions again: "If the block above is water, then loop through the blocks below checking that they are the same block as this. If there are less than 3 and the metadata of this block is 15, set the metadata to 0 and place this block above."
  12. I finally got around to setting up a 1.10 workspace to start messing around, slowly easing myself into the new systems and start working on an update to on of my most popular mods. Thing is, I'm not getting any textures on my first block: http://s32.postimg.org/o0346qu11/2016_07_18_13_35_43.png[/img] But no errors about it in the console: Block json: And the texture(s) I wish to use do exist: I'm going to assume that the block class and the block registration aren't needed as the json is being utilized (that is: if I change the texture to something else, e.g. "all": "doesntexist:blocks/iron_ore" , I get a "could not find texture for domain "doesntexist" error. Similiarly if I use "all": "blocks/dirt" , then it works and renders just fine), implying that I have correctly registered the block, item block, and its custom model and that the problem is elsewhere.
  13. Be sure to change the search parameters from "all markets" to "tools" or you will never find it.
  14. It's in the constrictor for his generator
  15. Also, drop that new Object[]{} nonsense. You don't need it because varargs is magic.
  16. I would store the FACING in the metadata (so many blocks already do, if a mod comes along with a tool that can rotate blocks, your block would be automatically rotatable with no effort if you do) and the BLOCKTYPE in the TileEntity.
  17. You tried to create a recipe that isn't the correct size. Post your code. Always ALWAYS post your code.
  18. Metadata is only 4 bits worth of data. Facing takes (minimum) 2 of those bits, leaving you 2 (four possible values) for BLOCKTYPE. Show your BLOCKTYPE property declaration/definition.
  19. That line is likely the problem. Do what Diesieben07 says and get rid of the TE.
  20. Do not instantiate your own main class, the @Instance annotation does it for you as Forge loads your mod.
  21. 1) You're in the wrong board. 2) You didn't install Code Chicken Core like the instructions said. 3) Update.
  22. You effectively need two methods in your IEEP (possibly more, but these two are key): addMana(amount) subtractMana(amount) You could even make them one method, but we'll assume that they perform different checks and might have to be separate. However the general structure is the same: addSubMana(int amount) { /* check if able, floor/ceiling to min/max if needed */ theManaAmount += amount; sendPacketToClient(....); } Then in private sendPacketToClient you...send an update packet to the client informing them of their new mana amount.
  23. http://stackoverflow.com/a/778275/1663383
  24. Mm. Yep, that's client side code. The server has no idea WTF is going on.

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