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Feronzed

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  1. Thanks for showing me this. I think I'll go with this if it's implemented yet. I was aware of custom model loading, but I wanted to do it this way because it's "preferred by vanilla". Both of the answers were helpful, thanks again. EDIT: Just in case anyone ends up here: Solution provided by user Ernio doesn't work in my case because I have way too many possible combinations and the game just crashes. I ended up making my own library for blocks to support IO (at least model/texture wise). And the path I chose is just creating a custom TileEntityModelProvider class that handles textures. (made it a bit more general and turned it into a library)
  2. Is it in any way possible to pass down variables and somehow add conditions to JSON (I am aware that JSON is notation only language). In order to further explain this, let's take Induction Smelter from Thermal Expansion for example. Induction Smelter has custom states for each side (I/O) also, custom states for rotation, and let's say Team CoFH decided they wan't do display how much energy it has stored on the block. It would take a huge json blockstate file to support this. I started writing something similar: All of that "code" is what it takes to add support for just power display and rotation, now, we would need to copy - paste this 256 times which would result in 10240 lines of text and creation of 256 files. So, just out of curiosity, is there a way to avoid this? Is there a way of doing the checking in Java? How much would this impact the game performance and loading time?
  3. Thanks to everyone who helped, it works now, just need to fix GUI which I will do myself.
  4. Ok, I'm writing this as I am debugging and writing the code. I did what sequituri said, it didn't work, but instead of just returning null on !recipeMap.containsKey(Arrays.asList ... I added output on almost everything, so that I know where it crashes. I figured it out! I was giving RecipeInfusionTable just a single null variable, it required four, 3 for input and 1 for output. Now it doesn't crash, but it still isn't able to compare them. And GUI seems to not update properly. I have pushed latest version.
  5. No, I have changed the getOutput() code a bit to return netherrack ItemStack if it get's null, but it still crashes. Here is a pastebin crash log (complete): [LINK] Here is the line where crash occurs (I have edited the code a bit): [LINK]
  6. I have been trying to fix this crash for quite a while now. Infusion Table tile entity class: [Link] Minecraft crashes at canInfuse() method - line 261. I am checking for null in both canInfuse method and RecipeInfusionTable class, but the game still crashes. Even if the return ItemStack is null, game shouldn't crash. Help is much appreciated.
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