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kitsushadow

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Everything posted by kitsushadow

  1. Added the world.notifyBlockUpdate to all the methods that result in inventory changes but still no luck. When I add a stack it renders, when i remove the stack the rendering doesn't clear.
  2. What? markDirty is telling Minecraft that your TileEntity needs to be saved to disk the next time around (and notifies neighbor blocks about the TE change). It does not send things to the client. You have the blockstate that mimics whether or not a slot is set, right? Or what is this ACTIVE property used for? 2. How should I be informing the client of inventory changes then? 3. The Active Property manages if the Firebox is On or not. Being On causes the stack to decrement and changes the model texture.
  3. 1. Where am I using IInventory use capabilities? 2. I'm not sure if i am synchronizing the inventory to the client other than through the NBT data and by setting the tile.markDirty() at every inventory change. 3. Duplicate Information for the states? I'm not duplicating states.
  4. Still not working, I tried with the states and I tried without the states. I'm not having any luck. It's almost as though the client isn't being told that the stack has changed. Or the TileEntitySpecialRenderer is not being run when the block's inventory changes.
  5. Thanks for the info and the explanation. Could you please link me the Forge Repo so that I can take a look.
  6. I see what you mean by checking for the active state. I was thinking that may be the case. Would you please elaborate on what u mean by optimized static model and where I may see an example implementation? Thanks diesieben! You always have an answer =p
  7. I have a block which renders the current item in the slot. The block has two states" 1. Rotation 2. Boolean ========== 1. When an item is first added and the boolean is false the item doesn't render. 2. When the state is updated and the boolean is true the item renders. 3. When the stack is removed and the state is changed by the update method in the TileEntity the state is updated to boolean false but the item continues to render even the the slot is now empty. You can view the source code here: https://bitbucket.org/kitsushadow/forgecraft/src/0c6cb00316b3d00b05a01a68c11c7a3ec042e8f9/1.10.2/src/main/java/nmd/primal/forgecraft/?at=master The block in question is the Firebox
  8. Getting an error Caused by: java.io.FileNotFoundException: forgecraft:models/item/ItemCheese.json The project can be found here https://bitbucket.org/kitsushadow/forgecraft/src/1e85144e6f85cb8eeedd05ac28d22665264dbe30/1.10.2/?at=master Im working in intelliJ Thanks in advance
  9. Well damn... I thought that wasn't the case. Do you know if any of the process to add a model via OBJ has changed or should it be fairly similar to utilize as before? Any source code I can look at would be very useful. Thanks for the quick response 0_-
  10. I've been working on porting the OBJ model loader over to 1.8.9 as a little project. I have made a lot of progress. I can render my OBJ and the texture... kind of shows. I know I'm very close. If anyone would be willing to look at my source code and perhaps give me some ideas as to what might be going on or suggestions I would really appreciate it. GIT REPO https://github.com/kitsushadow/ModelLoader Pictures http://www.zimagez.com/zimage/screenshot-02112016-073054pm.php
  11. I am also very interested in this as I will be converting all my .obj models to .b3d models in the near future. Hoping for a resolution for your problem.
  12. i use metadata for rotation. will that be a problem?
  13. I attempted the randomDisplayTick that the furnace uses with packet handleing as well. The issue I ran into was that all of the Blocks would turn on and off together. When i made a packet handler for x y z and passed those through only one of the blocks could ever produce particle effects. Block randomDisplayTick onBlockActivated where the packet is sent from the tileEntity locX, locY, and locZ are supplied from the TileEntity
  14. How can i properly spawn particles on the server side for all players to see. Any suggestions would be excellent. Thank You
  15. Alright, I got it working. Thanks again for the help!
  16. Could you provide me an example of what u mean. I'm familiar with making packets but not with what ur describing. Hear is my current TileEnt class. http://pastebin.com/9TWPnptT Cant hyperlink it or put it in the spoiler. But thats my TileEnt class pastebin
  17. I have a shelf block. When a player right clicks the shelf with an item or block it puts it in slot 0 and renders it like an itemFrame in the Shelf Model. If the the player has an empty hand and sneakClicks. It will pull the item out and give it to the player. Everything is fine and dandy up to this point. When the player logs off and then logs back in the item or block they put in the shelf doesn't render but when the player checks to see if there is an item by shift clicking. The item is pulled out and given to the player. If the player puts the item back in shelf everything starts working fine again. Any Ideas with what the issue may be? Any help is welcome. If you'd like to see a particular class i can post it on pastebin no problem.
  18. Yea, unfortunate really. You would think that leather would be a norm for the oreDictionary. Hopefully it gets added in someday.
  19. Yea, this issue is my leather working process starts with vanilla leather. There isn't much crafting involved so u cant loop the process. What I may have to do is create my own drop even to replace vanilla leather drops with a raw leather of some kind but i feel this is to invasive upon the player. My mod should provide better options but not forced paths for the player.
  20. I want myLeather to be used to craft vanillaLeather Items. Also other mods that use vanillaLeather in their crafting to be able to use myLeather to substitute vanillaLeather. Basically what the oreDict does for other items.
  21. yes i realize this. I was reading the base class and saw that leather is not there. So the question is. How to get my leather to match vanilla leather w/out making all the recipes for my leather to match vanilla recipes. Also cross mod compatibility for those who use vanilla leather in their crafting wont be supported without the use of the oreDictionary.
  22. I would like to add vanilla Leather to the oreDictionary so that I can add my custom leather item to the oreDictionary to work alongside it. I can't make my custom item = leather because the initial item in my leather working process starts with vanilla leather. Thanks in Advance
  23. HA i knew i was making it harder than it needed to be. Thanks again!
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