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Zeher_Monkey

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Everything posted by Zeher_Monkey

  1. Yeah I was wanting to make repo. Will do that when I get back. What do you mean by 'setting' the player? I only transport them to the pocket and back.
  2. Thanks for the reply, I'm also replying late because I'm on holiday ?. So I'm not sure if I'm calling any client code on the server. I'll have a look when I get back, and double check all my client code. I'm not trying to generate any TileEntity's when I generate the pocket, only blocks, which when shift-right click teleport out of the pocket. But that is all handled in the Block class. No tile entity. Also will change the way I set the blocks to world.setBlockState, when I get back. I can check the update block range too. Thanks for the help, I'll make some changes when I'm back at my PC ?
  3. Now im getting a completely new error. This doesnt crash the game, but freezes it sort of. I can teleport back to the overworld, but anytime i teleport into the dimension, it does this. DimensionalShiftUtils # shiftPlayerToDimension() Pocket # teleportTo() TileEntityDimensionalPocket # shiftIntoPocket() Not sure where this is coming from. Also still getting the aforementioned error, with no blocks placed it crashes. However i must have changed something because now it isnt working with placing blocks either.
  4. Ive figured it out i think ive managed to make a scenario where it doesnt crash. Ive tested it by making a command that allows me to enter the dimension. It crashes when this code is called: Pocket.class # generatePocketRoom() However, if i go to the dimension before hand and use /fill to place a block, it seems to work OK, other than spawning in the room, which I'm working on. Not sure at all why placing a block seems to make the room generate and allow me to teleport into and out of the room. If no block is placed/spawned it crashes every time, and when i restart the game, im in the dimension, with no pocket created. Im teleporting onBlockActivated, so when the player right clicks the block. Without doing anything, i teleport into the dimension, and then crash instantly. The room is not generated when i crash, because i crash before the code to generate the room gets called. Thanks for replying btw
  5. So i'm trying my hand at updating an existing mod (Dimensional Pockets 1.7.10), due to having a similar idea myself. I'm using code from Dimensional Pockets, and I've got some of it working but when i try to teleport into the pocket, i crash with this crash report. Yes i understand that using whole chunks of code is not great from a copying standpoint, i just want the base functionality working, then I'm going to re-write and add my ideas. I'm not using the old mod in its entirety, just enough to get my idea working, as i would have no idea how to actually work much of it out myself. Its talking about a ticking block entity, but im not sure whats actually wrong. PocketTeleporter.class # transferPlayerToDimension() Pocket.class # teleportTo() PocketTeleportPreparation.class # doPrepareTick() TileEntityDimensionalPocket.class # update() Any help is greatly appreciated.
  6. Okay so update, the item tile in the inventory works. I changed some code around to look like this: BlockHandler.java However the fluid still renders as water in the world.
  7. In my BlockHandlerClass: The register() function is called in my CommonProxy preInit() function.
  8. So ive added a few new fluids, and i have their textures rendering properly in fluid tanks and such, however the acutal fluid in the world, and the icon for the fluid in JEI render as water. Both render as water and im 90% sure its the blockstate.json file. Any help is much appreciated. block_fluids.json
  9. It works perfectly! I wont have an issue with that anymore. Cheers for that.
  10. I couldn't figure this specific thing out. Like i said i don't know everything with Java/Minecraft. Otherwise i wouldn't come here and ask for help. So can i use the above or not?
  11. I know java dont get me wrong. I dont know everything it has to offer. Thanks for the help. And i know my code is messy i cant escape that! Also yes this is advanced modding i know that too. So i can do something like this: For less than 5 builders? If so that works, because the max number of builders i need is 3 per side. Also yes i do know iteration, but i need to work things out beforehand so they work. Then ill cut code down.
  12. If they are full i mean, i haven't got to that part, Iv'e only coded 3 models so far, but i'm afraid of hitting this speed bump. I tried to stack models as in renderUp + renderDown for example but it would on render the renderDown functions, because im guessing the last function overwrote the first one. I want to do this: (Filled pipes) But i dont see a way of making the fluid stay in the pipes with only 4 vertextes. Imagine them filled*
  13. Hi there so im making fluid pipes for my mod. Im very new to IBakedModel and have only started to get it to function recently. I looked at some sample code and went from there. I have a few basic renders going on but ive run into an issue. Let me explain: What i have rendering so far: So that is easy so far, just drawing vertexes. Here is the code for these: BakedUtils.java Now its working perfectly so far however im having trouble figuring out how to do the follwing: The problem is i dont know if/how to put more than 4 vertexes, and if that even possible, i havent tried that yet, however im having to manually set up each state of which there are 64! and ive tried stacking them together, which didnt work, the last one overrode all the sides from the previous one. Wondering if anyone can help! Thanks in advance
  14. EDIT - Figured out the sprite thing. The ResourceLocations had .png when they shouldnt
  15. I have created a new fluid, and the texture for that fluid isnt being loaded by the game properly. Minecraft is supposed to add fluid textures to the TextureMap, but when it adds my textures it just returns as "missingno". Ive tried adding the sprites manually too, but that isnt working either. Any help is much appreiciated. EventHub: FluidHandler:
  16. So ive registered the fluid + block, however the fluid texture isnt being added to the texture map, as other mods fluids are. The texture is still water. If anyone could help id be greatful.
  17. More classes if anyone can help Im really at a loss, getting frustrated which isnt helping. Thanks in advance
  18. Okay so ive figured what the problem is, but im not sure how to solve it. Ive now got it rendering as water, however i cannot change this, and the bucket/tank is the broken texture. BlockState: Its all to do with the blockstate, that being the texture of the actual fluid. Not sure on the texture for bucket...
  19. Okay so ive got it rendering properly now, but its textured as water. Im really stuck. EDIT- It doesnt render properly in inventory or my fluid tank though.
  20. Ive been trying to follow a few different tutorials for adding a new fluid. I have got it mostly working. What isnt working is the texture of the fluid, and the texture in JEI. Ive tried everything with the blockstate and mode/block, but for the life of me cant make it work. Any help will be much appreciated. block_fluid_coolant.json - BlockState block_fluid_coolant.json - Model Thanks in advance EDIT - Some help to implement a bucket with my fluid would be cool too EDIT II - Bucket sorted. Using Forges UniversalBucket.
  21. Yeah i figured that out after, dont worry Ill try that thanks --Edit-- So simple. I don't know how i missed that . Thanks Jay. I think its sorted for now, until i mess up again Cheers everyone who helped out
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