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KitKit

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Tree Puncher

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  1. If there are blocks that, for example, must have the same data set. How to register one TileEntity for them without duplicating code.
  2. So what is the solution to the problem on the newest versions 1.17.X?
  3. What solution would be for the latest version then? It doesn't work on other versions either.
  4. package com.example.examplemod.objects; import com.example.examplemod.init.BlockInit; import com.example.examplemod.init.ItemInit; import net.minecraft.block.Block; import net.minecraft.block.SoundType; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.ItemBlock; public class BaseBlock extends Block { public BaseBlock(String name, Material material, float hardness, String toolClass, int harvestLevel, SoundType soundType, CreativeTabs creativeTab) { super(material); setRegistryName(name); setUnlocalizedName(name); setHardness(hardness); setHarvestLevel(toolClass, harvestLevel); setSoundType(soundType); setCreativeTab(creativeTab); BlockInit.BLOCKS.add(this); ItemInit.ITEMS.add(new ItemBlock(this).setRegistryName(this.getRegistryName())); } } I think there are no problems in the block class, because ordinary blocks were successfully created using it.
  5. If I remove "normal" from my blockstate, an exception is thrown that the "normal" variant was not found
  6. { "variants": { "normal": { "model": "examplemod:exampleblock" }, "facing=up": { "model": "examplemod:exampleblock" }, "facing=east": { "model": "examplemod:exampleblock" }, "facing=south": { "model": "examplemod:exampleblock", "y": 90 }, "facing=west": { "model": "examplemod:exampleblock", "y": 180 }, "facing=north": { "model": "examplemod:exampleblock", "y": 270 } } } This is a blockstate. { "textures": { "cbf": "examplemod:blocks/exampleblock" }, "elements": [ { "from": [0, 0, 0], "to": [16, 2, 16], "faces": { "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#cbf" }, "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#cbf" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#cbf" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#cbf" }, "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#cbf" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#cbf" } } } ] } This is a simple model. { "textures": { "cbf": "examplemod:blocks/exampleblock" }, "elements": [ { "from": [0, 0, 0], "to": [2, 16, 16], "faces": { "down": { "uv": [ 16, 0, 0, 16 ], "texture": "#cbf" }, "up": { "uv": [ 16, 0, 0, 16 ], "texture": "#cbf" }, "east": { "uv": [ 16, 0, 0, 16 ], "texture": "#cbf" }, "west": { "uv": [ 16, 0, 0, 16 ], "texture": "#cbf" }, "north": { "uv": [ 16, 0, 0, 16 ], "texture": "#cbf" }, "south": { "uv": [ 16, 0, 0, 16 ], "texture": "#cbf" } } } ] } This is the model to be applied when the object is on the wall. The model should be on the surface (like a vine or a torch), but in the end it is always the same. Why?
  7. No, I did not understand how this can be implemented
  8. How can I create a block / plant in the Forge API like mushrooms? So that it can multiply like minecraft mushrooms (without the participation of the player and under certain conditions (for example, little light)) I apologize if the question seems silly to you. I could not find a solution
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