Everything posted by Animefan8888
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1.10.2 Partially transparent block, forge multilayer isn't working
Then why are you referencing other blockstate jsons?
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Exported Minecraft Mod > Can't join Multiplayer
This is not a forum to help out with non-forge projects seeing as how this is The Minecraft Forge Modding Support Fourm.
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Creating subtitels
Then dont just say you're new to programming in general, it isn't clear what you mean. For items override Item#addInformation(). For blocks override Block#addInformation().
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Exported Minecraft Mod > Can't join Multiplayer
Check this out.
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[Unsolved][1.12.2] Problem on spawning one-per-player-entity spawned by item
Save its uuid
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[Unsolved][1.12.2] Problem on spawning one-per-player-entity spawned by item
You're still not saving a reference to the entity, your creating a new entity every time.
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How can I add redstone components?
Then test values to understand it. Or look through the code and find out what that parameter does.
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[Unsolved][1.12.2] Problem on spawning one-per-player-entity spawned by item
In the fishing rod item is there a delay of some sort for casting, because onItemRightClick may be to fast normally for this.
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1.10.2 Partially transparent block, forge multilayer isn't working
No, problem and thank you for cleaning it up. The problem seems to be that the custom json object in your blockstate json refers to other blockstate files and then a variant in those files. Do you have a backsplash_bricks blockstate json that has a trans variable. And a backsplash_base blockstate json that has a base variant?
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[SOLVED] Custom Blocks Not Appearing
What you have should be throwing an error about attempting to register a null entry. You need to create a new ItemBlock instead of getting an item from a block.
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Creating subtitels
1.8.9 and lower is ancient please consider updating to a newer version, there is already development on forge 1.13. Item/Block#addInformation
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[Unsolved][1.12.2] Problem on spawning one-per-player-entity spawned by item
Post updated code.
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[Unsolved][1.12.2] Problem on spawning one-per-player-entity spawned by item
Put a breakpoint in your entities update method after it dies and comes back, does it exist on the server?
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[Reopened again][1.12.2] How to change blockstate based on helditem
Did you register your TileEntity?
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[Unsolved][1.12.2] Problem on spawning one-per-player-entity spawned by item
You're not toggling your boolean correctly look at your if statements.
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Registry event firing order
This is true you are going to need a TE to store the data, but since it will be storing an unlimited amount of casts as a RegistryEntry you will need this.
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1.10.2 Partially transparent block, forge multilayer isn't working
If there is more than one error in the log, could you please remove all the other error causing items/blocks besides the one you want us to debug. It honestly makes the log hell to go through. But I believe what you need to do is in your blockstate the model paths need block/ in front of them.
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[Unsolved][1.12.2] Problem on spawning one-per-player-entity spawned by item
Use the ItemStacks NBT there are many ItemStacks.
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[Reopened again][1.12.2] How to change blockstate based on helditem
Do you override write/read to nbt in your TE? If so make sure you call super or the TE will have problems loading. If this is not the case, try stepping through it in your IDEs debugger and find out what is happening.
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"Binding" entity
It would probably be better to save this to the World instead of to the Player. And just map it to the players uuid.
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[Unsolved][1.12.2] Problem on spawning one-per-player-entity spawned by item
You need to store the entity in the ItemStack, and when the player switches hands or is right clicked while active you need to remove the entity and then delete the reference in the ItemStack. The reference should be the uuid.
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Correct approach to store globally accessible values
@DeadPix Though I would only do this if, this value doesn't control anything important as it could be edited by the player.
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Correct approach to store globally accessible values
I would just store it in a static variable in your ClientProxy or an @SideOnly(Side.CLIENT) class.
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Correct approach to store globally accessible values
Sounds like you need to read about sides.
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Correct approach to store globally accessible values
Are these values gonna be accessed on the server or is this a client only feature?
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