saxon564
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Everything posted by saxon564
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[1.11.2] Config Int Array Becoming Empty before use
saxon564 replied to saxon564's topic in Modder Support
Thank you. I will make the change when I get home later today. Would you be willimg to give me an example of potionNBT being used in a config file? I am interested in possibly going that route, I'm just just not sure how that would look in a config file. -
[1.10.2] [UNSOLVABLE] Make the player light like a torch?
saxon564 replied to Differentiation's topic in Modder Support
I do actually have entities in my mod that emit light without an invisible block. I will admit it is by far from the best way and can cause large amounts of lag if you have several of them, but the FPS drop isn't noticeable for only a few of them. Here is the code I use for it. I STRONGLY recommend trying to make sense and understanding it before using it otherwise you can easily cause the game to break an cause large amounts of lag. I do not know how well it will work around a player, but I would expect it would be fairly easy to get it to work. I provide this so you can study it and understand it, not as something you can simply copy and paste. https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/entities/mobs/EntityMoChicken.java#L498 -
I have been slowing getting this thing working again and now I have found a chunk that is not working. I setup an int array which carries potion effect ids. When I cycle through it right after it is set, it has the correct information, but when I cycle through it to actually use the stored ids, for some reason it is empty. All other variable seem to work, except this one and possibly the arrays for the duration and amplification for each effect. I am declaring the variable here: https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/entities/mobs/EntityMoChicken.java#L102 Initializing it here: https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/entities/mobs/EntityMoChicken.java#L1025 and using it here: https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/entities/mobs/EntityMoChicken.java#L473 Where this class is first called to build the entities is here: https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/entities/mobs/EntityMoChicken.java#L230
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(SOLVED) [1.11.2] player.getHeldItem(hand) always returning Air
saxon564 replied to saxon564's topic in Modder Support
Thanks for the input. I did have the code on my local computer which I did not have access to at the time but I just realized I was just being stupid and was using the wrong item. Though it seems it likes to use the item in the off hand if the item in the main hand does not match, which is very weird. -
(SOLVED) [1.11.2] player.getHeldItem(hand) always returning Air
saxon564 replied to saxon564's topic in Modder Support
Ok. That fixes half the issue. But when I add .getItem() it is consistantly returns minecraft.air. -
I am updating my entities currently and am having problems in the processInteract method. When I interact with one of my entities with an item in my hand the getHeldItem method always returns minecraft.air but I am using it in the same way vanilla mobs use it. The code I am using is right here: https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/entities/mobs/EntityMoChicken.java#L805
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(SOLVED) [1.11.2] Names for Variant Blocks not Showing
saxon564 replied to saxon564's topic in Modder Support
Ahh! Now I feel stupid for that one! I can almost always trust you to get me in the right direction Draco! Thanks so much! For anyone looking at this later. I did not register my ItemBlock and was instead registering the block as an 'instance' (I'm sure that is not actually the right word, but I'm not sure which word is) of ItemBlock. -
(SOLVED) [1.11.2] Names for Variant Blocks not Showing
saxon564 replied to saxon564's topic in Modder Support
Blocks: https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/registers/RegisterBlocks.java Items: https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/registers/RegisterItems.java -
(SOLVED) [1.11.2] Names for Variant Blocks not Showing
saxon564 replied to saxon564's topic in Modder Support
This block has 9 variants that each need to have different names and for some reason they are all using the tile.feather_block.name and are getting clumped together when in the inventory. -
(SOLVED) [1.11.2] Names for Variant Blocks not Showing
saxon564 replied to saxon564's topic in Modder Support
Really? All my items are still being named. I just tried it though, and I still only get tile.feather_block.name. Also with that change, my items now no longer show their names. -
(SOLVED) [1.11.2] Names for Variant Blocks not Showing
saxon564 replied to saxon564's topic in Modder Support
That one has nothing to do with this issue. I have removed all but the lines that are related to this issue. -
I managed to get textures on my blocks working, and now I cannot get them to even show their name in my inventory and cannot find anything that is out of place. Does anyone have any ideas as to what the issue is? All my code can be found here: https://github.com/saxon564/MoChickens Specific classes for this are below: BlockFeatherBlock.java ItemFeatherBlock.java ClientProxyMoChickens.java RegisterHelper.java Lang file
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(SOLVED) [1.11.2] Variant Block Textures In-World
saxon564 replied to saxon564's topic in Modder Support
I figured it out by removing the "default" blockstate. -
I have found a flame that has gotten me back into modding and am now updating my mod from 1.7.10 to 1.11.2. I have gotten all the IDE found bugs taken care of and now I am onto the bugs that are only found while testing in-game. I have many problems currently but the one I want to focus on it getting blocks to render with the texture for that variant. I have been looking at posts for about a week now trying to figure this out and have not been able to get anywhere with it. I have gotten items to work like this though, just not my blocks. All my code can be found at https://github.com/saxon564/MoChickens but the related classes are: https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/registers/RegisterBlocks.java https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/client/ClientProxyMoChickens.java https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/registers/RegisterHelper.java https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/blocks/BlockFeatherBlock.java https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/items/ItemFeatherBlock.java https://github.com/saxon564/MoChickens/blob/master/src/main/java/com/saxon564/mochickens/enums/EnumHandler.java and https://github.com/saxon564/MoChickens/blob/master/src/main/resources/assets/mochickens/blockstates/feather_block.json Does anyone have any thoughts as to what I would need to do to fix this? Of course, I am not asking for a copy/paste answer but at least something to help push me in the right direction.
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I see that the method "registerBlock" have been deprecated in 1.9 and I have been trying to figure out how to replace it. For the life of me I cannot find anything that can be use to replace it and handle block variants. Could someone point me in the right direction to find this? I know to use GameRegistry.register for normal blocks and items (from what I can tell) but I don't see a way to do variants with it.
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Just to reinforce this, I know what you are trying to do, this is something I researched and played with for several days to make one of my mobs give off a redstone signal. It is impossible without it being added to forge, or making a core mod to alter how it works. Both would be a long process, though it is something I would love to see myself
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Just to reinforce this, I know what you are trying to do, this is something I researched and played with for several days to make one of my mobs give off a redstone signal. It is impossible without it being added to forge, or making a core mod to alter how it works. Both would be a long process, though it is something I would love to see myself
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Do you think it might be possible that vanilla blocks are setting their information after Init? That is the only think I can think of that could be causing this.
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[1.8] Make Custom Fire Break Like Vanilla Fire in Creative
saxon564 replied to Jedispencer21's topic in Modder Support
I did this same thing not to long ago, here is my thread where we had a lengthy discussion as to how to get this to work http://www.minecraftforge.net/forum/index.php/topic,30040.0.html Hope it helps. -
Having done some dynamic lighting in my mod, TGG is right, but you may have to use checkLightFor on the blocks around your block if it doesnt work when you check it on your block.
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I am not seeing anything wrong, but I do something similar, take a look at my GitHub at my entity MoChicken class. https://github.com/saxon564/MoChickens/blob/master/src/main/java/me/saxon564/mochickens/entities/mobs/EntityMoChicken.java All mine runs off config options, but you can still cross check how it works and see if you can figure out why it's not working.
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[1.7.10]Making Custom Tree grow with item of choice
saxon564 replied to Electrobob99's topic in Modder Support
Do those setBlock commands put your sapling back? As for the sapling vanishing, you set the block to air, then do all your checking. So when everything is done, there is a 50% chance of your sapling vanishing because you have 6 possible outcomes from your randomized and you're only checking for 3 possible outcomes. -
Making a jarmod is frowned upon by almost all the modding community. There is no reason to ever make a jarmod.
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the biggest change you will find is that most methods now use BlockPos insteasd of the individual coordinates.
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registering and handling mobs is no different in 1.8 than 1.7. Some methods did change though.