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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Post your blockstate json and your updated block code.
  2. You will have to make your own version of WorldGenMinable(not necessarily a subclass) that looks for lava pools and then generates your block.
  3. Try setting stack to the new stack instead of setting it via EntityLivingBase#setHeldItem.
  4. It isn't that it isn't possible, its that it is a bad idea. A TESRs code is called every frame it is rendered and sent to the GPU every frame as well. While a normal model is hatched together with the rest of them and sent to the GPU. Greatly reducing the burden on the machine. Well it is obviously made of cubes since you are using ModelBase. Why not just use a json format for your model. There are plenty of programs to do this and it isn't hard to do yourself. I personally use cubik studios. Blender is an obj model creator if you can use it. And there is obviously Google for this question.
  5. TileEntity.register(modis + ":" + name. TileEntityClass)
  6. You need to register your TileEntity with TileEntity.register
  7. Use inheritance, also that method instead of only being called for your items is called for every item, it is just not displayed because you did some type of predicate or if check.
  8. No they are completely different, and ASM is a terrible thing that is not recommended on this forum.
  9. No, reflection allows you to access code that would otherwise be inaccessible, it doesn't allow you to modify a method.
  10. If they are your Item you should override addInformation in your classes instead.
  11. I'm not sure what you want, first you say you don't need to do any of the things and tell us not to reply, but then you tag me.
  12. Take a look at GuiContainerCreative, it has a scroll wheel, but it is for slots, but the concept should still be the same.
  13. The mod was made using MCreator which is a terrible program. Not the normal way with an IDE. Edit: Just to show how terrible MCreator is this is a piece of code generated while creating a Block with it.
  14. It's a little hard to help when we can't see the code, and if it is a red line underneath the code listen to eclipse for the error and solve it.
  15. Did you look at EntityShulker? They have the collision you are looking for.
  16. Try running through the code in your IDE's debugger and see where the code is going awry.
  17. You're not able to apply your Enchantment Effect in that method. You will need to subscribe to the LivingDamageEvent or LivingAttackEvent.
  18. Your TileEntity is probably calling BlockFurnace.setState instead of EmeraldFurnace.setState
  19. @H_SerhatY What I suggested may be something you currently don't understand, but it isn't hard to learn. And once you do it you can reapply it later. First in your Items class in the constructor call setHasSubtypes(true) this allows getSubItems to be called in your Items Class Which is the next this to do. So Override getSubItems(CreativeTab NonNullList<ItemStack) and create a new ItemStack of your Item and call addEnchantment(Enchantment, int) on the ItemStack that you created. Finally check if the first parameter is the CreativeTab you wish to add it to, then add your ItemStack to the second parameter. This is the more complicated part, but still not that complicated. You need a new class that implements IRecipeFactory. This will provide you one method. This wants you to return an IRecipe and gives you a JsonContext and a JsonObject. These parameters come from a json file, which is the new way to add recipes to the game. This means you can create your own custom format for a recipe. For further understanding on how to read the data from the JsonObject search for tutorials on GSon, though it is relatively similar to nbt. Once you have your custom format which can derive from the already existing formats, you can create a new ShapedRecipe or a new ShapelessRecipe and that will be what you return in the method, but you will need to create a new ItemStack and add the Enchantment the same way you did earlier, and then pass it into the new ShapedRecipe or new ShapelessRecipe as the result.
  20. I have tested it, it goes back to full on reload, and disappears after taking Short.MAX_VALUE * 2 + 2 or 65535.
  21. This, it won't look anything like the Vanilla Shield's json except maybe the translations and rotations. Or you could try to give your item a custom TileEntityItemStackRenderer by calling setTileEntityItemStackRenderer in your items constructor.
  22. You will have to define your model yourself. I use cubik studios for my Minecraft modeling.
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