FishBoneEK
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Posts posted by FishBoneEK
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6 minutes ago, diesieben07 said:
In Block#onRemove the TE should still be available (albeit your block already being removed). Do whatever you need to do with the TileEntity here, then call the super method (which will then clear the TE).
But I can’t find onRemove in Block.class(net.minecraft.block.Block, just in case) nor AbstractBlock.class.
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4 minutes ago, diesieben07 said:
What do you want to do with the data that you have read? What is your goal?
I’m making MultiBlocks. To do this, I plan to make 2 types of block in each multi block: main and sub. Main renders model while sub doesn’t. Also sub blocks stores main blocks’ pos as TileEntity, so that when a block is destroyed, I can break others according to the main block’s pos.
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I need to read TileEntity stored in block when it’s destroyed. ( more detailed goal description down below) I have searched about this problem, but Block#break is gone, getDrops is static and impossible to override. I have also looked into PlayerController#onPlayerDestroyBlock ( if I remember correctly), but seems that there’s no other methods called on block destroy and when block is intact.
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I’m making MultiBlocks. To do this, I plan to make 2 types of block in each multi block: main and sub. Main renders model while sub doesn’t. Also sub blocks stores main blocks’ pos as TileEntity, so that when a block is destroyed, I can break others according to the main block’s pos.
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Oh and, you can read the readme in Forge Dev Kit (which you will download on forge’s website) to build a valid workspace that can be used by IDEs.
You should also look into vanilla code( which is under Project and External Dependencies, if you are using Eclipse as your IDE). It offers some example as well, and you need to learn about it first before you override the classes and methods to perform functions based on functions that exists in vanilla Minecraft.
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Hi! I’m new to modding too, but I have started making mods that can run, which includes some blocks like normal blocks, and a fence that is 2 blocks high, so I think I can provide some info here.
Learning some Java is vital, I think you can learn it from official tutorial on Oracle, online tutorials, and books in library.
Also, I recommend you to write some small programs for practice. As vim’s tutorial says, learning lies in practice!
For learning modding, try to read Getting Started in Forge doc and examplemod code in the initial Forge workspace. These helped me understand some basic about how to register blocks( letting forge know the blocks you made) etc.
By the way, you can look into TheGrayGhost’s examples, it’s on github, and really helpful!
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20 hours ago, lupicus said:
Not sure if they are documented somewhere, but I found these in ObjLoader#read
You can find other loaders in ModelLoaderRegistry#init, then follow to their read method for their options.
Thanks!
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1 hour ago, lupicus said:
I believe one fix would be to add "ambientToFullbright": false, in the obj model json files
Between, I would like to know more about json options like these. Where may I learn about them?
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1 hour ago, lupicus said:
I believe one fix would be to add "ambientToFullbright": false, in the obj model json files
Many thanks!
This worked well!
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Forge: forge-1.16.4-35.1.4-mdk
I've been working on custom models of a new fence recently. But I have met with a problem, that the fence's brightness looks good during the day, but too bright at night.
Perhaps the brightness somehow doesn't change via time? (Just a guess of course)
I've been searching solutions for this issue for a while, and I found that it might be related with option experimentalForgeLightPipelineEnabled, so I made some comparation: true or false, and during day or at night.
False, during the day:
True, at night:
False, at night:
In addition, the model is built with blender 2.90. I'm pretty new to blender, so not sure whether it is caused by some wrong properties in blenders.
Texture is edit with GIMP 2.10.14.
Also, you might have noticed that the texture displayed on the face of the fence is different from the texture in file. Indeed it's also a issue need to be solved, but yet it's another different issue, so I put it in another thread.
==Code==
==Blockstates==
==Models==
holey_fence_extension_post.json
holey_fence_extension_post.obj
holey_fence_extension_post.mtl
holey_fence_extension_side.blend
holey_fence_extension_side.json
holey_fence_extension_side.obj
holey_fence_extension_side.mtl
==Textures==
[Solved][1.16.4] How to read TileEntity on block destroy?
in Modder Support
Posted
Thanks! I will try it later.
By the way, what do you mean by "still using MCP names" ? Is onRemove a bedrock edition method, or?