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About Glorfindel22

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    Tree Puncher


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  1. Thanks that fixed my issue. I am updating to 1.8.9 by the way, sorry I wasn't more clear about that.
  2. I am working on updating my mod to 1.8 and I am trying to switch to using ItemBlocks as it looks like it will be required to update to 1.9. I managed to get it mostly working, but I am still confused about a few things and can't find much information online. So here is what I have: The ItemBlock public class ItemBlockMortarAndPestle extends ItemBlock { public ItemBlockMortarAndPestle(Block block) { super(block); this.maxStackSize = 1; this.setUnlocalizedName("mortarAndPestle"); this.setCreativeTab(CoffeeAndTeaMod.teaTab); } } The Block publ
  3. Thanks that fixed everything. My code for future reference. package net.richardsprojects.teamod.blocks; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.block.properties.IProperty; import net.minecraft.block.properties.PropertyDirection; import net.minecraft.block.state.BlockState; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.EntityLivingBase; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntity; import net.minecraft.tileentity.TileEntityFurnace; import net.minecraft.util.BlockPos;
  4. I am working on trying to update my 1.7.10 mod to Minecraft 1.8.9 and I am trying to use the json modelling system to implement the different facing directions in my blocks. My block originally worked fine before I attempted this but now I have messed it up and I can no longer place the block. I tried following the Intro to Blockstates guide on Read The Docs and I looked at the BlockFurnace vanilla code, but there must still be something I am missing. Here is what I have so far. BlockEmptyCup.java package net.richardsprojects.teamod.blocks; import net.minecraft.block.Block; im
  5. I am working on an update to my Coffee and Tea Mod and I recently was able to get it so that so that Coffee and Tea Bushes spawn naturally through out the world with terrain generation. However, now I would like to see if it is possible to spawn my custom crops in the villager farms. Any ideas? My code is available on GitHub here: https://github.com/RichardsProjects/Richard-s-Coffee-And-Tea-Mod
  6. That worked and with some tweaking I managed to get a result that I was pleased with. If anyone would like to see my code it's available here: https://www.github.com/RichardsProjects/Richard-s-Coffee-And-Tea-Mod
  7. I released my mod the Coffee and Tea Mod a few months ago. And I am currently working on an update to the mod right now. The Tea Mod adds Coffee and Tea Bushes, but I want to figure out how to have spawn them radomly in specific biomes naturally. However, I have never done any Terrain Generation before so I do not really no where to start. Any advice or help would be greatly appreciated.
  8. I figured it out. I needed to set the material to Material.plants. I'll leave this here for future reference.
  9. I am working on updating my Coffee & Tea Mod and I am trying to fix a bug that has been in it for a while. Basically whenever the farmland underneath my custom crop (technically a coffee bush) has a block update it turns to dirt. I have no idea how to fix this and it is really weird. Here is the code to my Coffee Bush. package net.richardsprojects.teamod.main; //Removed the imports to shorten the code here public class BlockCoffeeBush extends BlockContainer implements IGrowable { protected BlockCoffeeBush(Material mat) { super(mat); this.setTickRandomly(true); float
  10. Actually I just realized the problem. So I figured I would just post this for future reference. The issue is right here: //Code to check stage of Wheat if(par3World.getBlock(par4, par5, par6) == Blocks.wheat && par2EntityPlayer.worldObj.isRemote) { Apparently durability damage must be done client side so it should be this: //Code to check stage of Wheat if(par3World.getBlock(par4, par5, par6) == Blocks.wheat && !par2EntityPlayer.worldObj.isRemote) {
  11. I am working on an update to my mod the Recipe Expansion Pack and I am having trouble making the plant book take durability when used (right clicked). I am writing my code inside of the "onItemUse" method. The issue is when I use it on wheat the first time the durability goes from 64/64 to 63/64 but then goes back up to 64/64 again when I use it the second time. This continues in a never ending loop each time I right click it resulting in the durability never going below 63. Here is my code: public boolean onItemUse(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, World par3Wor
  12. I recently released a mod called the Coffee & Tea Mod and I am currently doing a few fixes for it. The cups that you place on the ground are Items, but I use an event to detect that when the player right clicks with them on the ground so that they place the block versions. Thus, I need to make it so that when a player uses the "pick block" ability in Creative they receive the item not the block. I assume I add an override method to the block class? Any help? TIA.
  13. I need to create a custom tree as I am trying to create a coffee tree. I have no idea where to start because I can't see the code of Minecraft to base it off of in 1.7.10. I already have the seed item for it and made it from the grass by registering it. But I assume I need to at least create the sapling block, the wood block, and the leaf block. Are there any other files I would need to create and how would this all work? Any help would be greatly appreciated.
  14. So you aren't running the server to test it in forge? If that's the case I fail to see why you need to get to login through eclipse because you are going to have to wait for the other person to update the forge mod running on that server or it will kick you because they won't match. Aren't you at least running the server in eclipse for testing it? If that's the case you can change the properties and you won't need to do it in the future only on the test server why you aren't logged in with a valid minecraft account.
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