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saxon564

Forge Modder
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Everything posted by saxon564

  1. At the risk of this being considered spamming the post (not the intention,) would it be possible to render the block using layers and check the state using 1 option, eg. Is stead of checking all: north, south, east, west, up, down in all comvinations, only check 1 at a time, if there isnt a block on that side, then add this layer to the render? If that is possible, that would be the easiest way to create connected textures.
  2. I guess I'm going to have to put this on hold until later, I wasn't expecting it to become this complex and I have other things that are more important to figure out for the mod... like why ore generation will never work right for me.. but thats for a different topic. Thanks for the advice, I'm sure I will use it later when we do finally go to add connected textures.
  3. I've read through your blog post on textures, that didn't help, and I did change the name to just "blank_rune" and just "blank" same exact thing kept happening. I don't really understand why it wouldn't be able to read from sub-folders, but, I'm sure there's a reason, if that's how it works. I'll take a look at the ISmartBlockModel and see what I can find, at this point, just about anything is better than 434 model files, or trying to add every single connection combination to the block state files.
  4. Not true, if you use the idea task that fix is not needed (but you should import the build.gradle anyways, it's better ). I recently helped a friend start a mod of his own, he uses IDEA and still had to do the fix, even after running that command. Might have just been a faulty run that time, I don't know. That's the only reason I said he'd have to do the fix. And I wasn't saying it was a better way, I was just saying its another way to go about it.
  5. you could also try using the command "gradlew setupDecompWorkspace idea" that will set everything up for you to run on IDEA. only think you will have to do is a asset fix which can be found here
  6. My suggestion, let it run and import everything, try it out, play around with it, and see how you like it. It may import slowly, but usually, you already have your workspace setup for IDEA when you start.
  7. as long as you don't delete your eclipse folder, you will still be able to access your project via eclipse if you decide you prefer eclipse. Though, imo, both IDEs are as strong, but IDEA is cleaned up more. I still prefer Eclipse myself because it is what I learned on, so I know how to use it.
  8. ok, thank you for that. Now I've been testing around and for some reason, the texture path is not wanting to update. I modified the .json file to go an extra folder deeper, because I had to make several new textures to use, but when it loads it still looks in the old location. new code: old code that is no longer in the mod: I don't understand why it is still trying to look in the old location. EDIT: After playing around with it some more, it is making even less sense. If the file I'm pointing to exists, it tries to point a folder back to get the file, but if the file doesn't exist in that folder, it complains the file isn't in that folder. This is making 0 sense to me, and it's becoming a game of cat and mouse, where I do something to fix it, and it goes to where I was before I tried to fix it. EDIT2: While waiting to a response, I was doing some code prep, and found that it would take over 400 files to achieve what I am trying to do using basically what I found with a fence. This would be to get the block to be able to connect textures in any direction with another of the same block. 62 files for each block, and I have 7 blocks currently to do this to. Could there be a better way around this?
  9. ok, I think I might be figuring it out, but the one thing I see that I cannot figure out is in the fence.json file for the fence block state, the thing I am see is "uvlock." I cannot find reference to this anywhere, and would like to know what it does so I know if I need to use it or not. Would you happen to know what that is used for?
  10. I am working on a new mod and would like to be able to implement connected textures. Being 1.8 there is little documentation about how to do anything like this. So I am wondering if anyone would be able to give me a rough idea of how I need to set this up. Do I need to run it off metadata depending on what blocks are around it, or is there some other way?
  11. The issue with that is then in Damage Indicators, or any mod that displays a name, it will return entity.mochickens.<chicken name>.name
  12. Ok, my computer just quit on me today, so when i get it fixed i will look into that and let you know how it works. Thanks for the suggestion.
  13. Ok, i will look at the vanilla code then, but what im talking about is, if you use something like Damage Indicators, instead of showing entity.mochickens.DiamondChicken.name it shows "Diamond Chicken" that is the name I am talking about. So if someone changes the config so the diamond chicken lays copper, they can then change it in the config to name="Copper Chicken" and some code will take that, and change entity.mochickens.DiamondChicken.name="Diamond Chicken" to entity.mochickens.CopperChicken.name="Copper Chicken" and when registering the chicken if will be refered to as a CopperChicken. I hope this makes more sence now. Thanks for the suggestion, I think i saw a few uses of that in the classes I looked at. Its would be more of a matter of learning how to use it if it would actually work.
  14. Well, if i can figure out how forge calls on the lang file, i can probably overwrite it before forge needs to call it, and it will have the correct data in it.
  15. Issue with that is what I am using this on is a mob, not an ItemStack. As far as I am aware, a mob doesnt handle naming the same way as an ItemStack.
  16. ok, here is exactly what I am doing, I have set up my mod to be almost 100% configurable, including, though the feature isnt in yet, the ability to add your own mob. Now for those that dont know, I created and manage the Mo Chickens mod. Due to the nature of the mod, where each chicken is named based off what it lays, e.g. a chicken that lays diamond is called a "Diamond Chicken". With the new configs I put it, I would like to have a config option named "Name" which users can change to match what that chicken is really going to be laying. More or less to make it easier on the user when it comes to setting the mod up how they want. This ability would also allow the ability to add new chickens to the mod without actually hard coding them for the user. This is why I am am asking about this option, I know a resource pack will work, but I want to do it this way because it is a case by case basis.
  17. What I would like to do is give people the option to easily change the name of my mobs from a config file, instead of having to open the jar and modify the lang file. I cant imagine this would be impossible, but I simply done know where to start looking, especially since I dont know of any mods that do something like this. Could someone possibly point me in the right direction for this? I dont necessarily need the code to do all of it, but something that would help get me started down the right path. Thanks Much ~Saxon
  18. Thank you, this worked for me, and actually allowed me to condense my code down by almost half in the spots i used this in.
  19. I have been working the past couple weeks for make my mod highly configurable. I'm down to one more chicken, then realize that the class I created to handle everything doesn't support modded items. Part of this is because the items have to be called via String, which works great for vanilla items. So my question is, is there a way to convert a String into an Item? normally I would just have MainModClass.ModItem but since you cannot store things in configs as an 'Item' its not as simple. I have looked around the code and haven't found anything useful.
  20. Well surely I'll be right eventually and then I can say "I told you so!" I think you may get to this time... For sure there's a way to make your chickens spawn more often. Have you tried adjusting the spawn weights? You could also consider WorldEvent.PotentialSpawns to force a list of chickens every few spawns. -TGG Well then 2 new files to clean it up, here I come! Since as it is, the spawning codes are very long to accommodate spawning configs. On the other hand, I wonder if that's actually the case because Ender Chickens aren't spawning in the end, and Mo Creatures doesn't add any mobs to the end.
  21. Now come on TGG last time you told me something along these lines I worked around it. lol remember? http://www.minecraftforge.net/forum/index.php/topic,18850.html Still appreciate the help though, and I'm sure theres a way to do this. The reason I want to is because I have gotten numerous people say that when they have Mo Creatures installed, the chickens are no where to be found. I know it's not id conflicts, and the only other thing that makes sense is that Mo Creatures if filling up the spawn cap for the creature type. So I want to make a chicken type so that the chickens can still spawn even with Mo Creature installed.
  22. I just moved it around and removed the static modifier, and it still crashed with the same error I wouldn't think that would make a difference, but i tried it anyway. Still crashed with same error. I guess its an error in forge itself, which means it will not get fixed for 1.7.2. oh well. at least I can do this for 1.7.10 I tested it in the most recent 1.7.10 and I still get a crash, but its when adding the spawns of the chickens. New Crash: Main Class (Warning: Very Long):
  23. I am adding a new creature type to my mod to try and prevent my mobs from taking up the spawn limit and removing other mobs entirely. It seems that the new Enum isnt being registered correctly here is the line for adding the new enum public static EnumCreatureType chickens = EnumHelper.addCreatureType("chickens", EntityAnimal.class, 20, Material.air, false); here is the crash report I am not sure what exactly the issue is with this. It seems like an issue within forge itself, but Im sure its not. If you need to see anything else just let me know.
  24. i figured it out.... public IChunkProvider createChunkProvider() { return new ChunkProviderChickenDimension(this.worldObj, this.worldObj.getSeed(), true); } should be public IChunkProvider createChunkManager() { return new ChunkProviderChickenDimension(this.worldObj, this.worldObj.getSeed(), true); } in the world provider.
  25. Anyone at all? This has really confused me because i dont understand where it is calling the dungeon generator from since the dengeons still generate even if i remove the code that makes the call.
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