Everything posted by Animefan8888
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1.12.2 | Desynced Block
Problem 4 takes like 30 seconds to do as well as problem 10(setUnlocalizedName(getRegistryName().toString)) and 14. 5 Might take upwards of 4 to 5 minutes. To apply to one Block/TileEntity. As long as you know what you are doing.While you say that your problem is with the rotation, I can't understand how simply having a rotation causes the server to desync from the client when the block is broken. So what you should do is step through your code in your IDE's debugger.
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1.12.2 | Desynced Block
Did you even attempt to make the changes diesieben described, they could be somehow interfering with your blocks rotation.
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Animated Block not animating
Did you just now find this?
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Animated Block not animating
I appreciate any and all feedback ?
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Item needs to spawn an entity but it only gives the animation for using the item.
I'm wondering if they are even using an IDE at this point. Red underlines typically mean there is a problem ?.
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Item needs to spawn an entity but it only gives the animation for using the item.
@witherlord00 You did not fix the override error. Item#onItemRightClick doesn't have x, y, z parameters.
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Animated Block not animating
Currently all I know about this is that only the first argument is used, and it is used as a multiplier on a TRSRTransformation contained in an Optional, it is used on line 534 of ModelBlockAnimation. Also I explain this(I think) in my tutorial.
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Item needs to spawn an entity but it only gives the animation for using the item.
Then you should know what @Override means and why you should have it on your methods.
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Item needs to spawn an entity but it only gives the animation for using the item.
Do you know Java?
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[1.11.2] How to display, but not trigger achievement?
What does this mean? What is happening, what do you want to happen. Is there an error? What is the error?
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Item needs to spawn an entity but it only gives the animation for using the item.
EntityArmorStand, but you are not gonna be able to pull an entity position from it. Just call setPostion on your instance of EntityEarthPaladin and pass in the appropriate x, y, z postion.
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1.12 I trying make custom fuel
Don't use GameRegistry.registerFuelHandler in your items class file override getItemBurnTime.
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Item needs to spawn an entity but it only gives the animation for using the item.
You never set the entities position.
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1.12 I trying make custom fuel
This forum doesn't just supply example code. What have you tried to do?
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What this means
This means this is no longer the reccomend way to do this, typically it tells you the other method to use. In this case override getItemBurnTime in your items class.
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Confusion with CapabilityItemHandler and sidedness
I've been there. Then you don't need to do anything on/for the client.
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Confusion with CapabilityItemHandler and sidedness
This is true. Use packets to sync your data to the client.
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Animated Block not animating
I would like to refine the tutorial and get the wording correct to simplify the tutorial before I go and do that. But that is on the list.
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Animated Block not animating
Is there a certain part that doesn't make sense so I can try to elaborate on that in my tutorial?
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Trying to learn blockstates and config files...
You haven't declared all the variants, I believe this is your problem, but I can't be sure without the log.
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Animated Block not animating
I have finished the tutorial on the Animation System here, please @diesieben07 @Draco18s @loordgek if you have time please look over my tutorial.
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TileEntity Animation System Explanation
There is a WIP PR for documentation on this that has everything that is on this tutorial, and will soon have more such as Items and Entities. Here is a link to the PR. In this tutorial I will be explaining how to use the Animation State Machine or Forge's Animation System on a TileEntity, though this can be applied to Items or Entities as well. Let's start off easy, with the code for the Block, TileEntity and the binding of the TESR. Block TileEntity TESR Binding This is where the confusion comes from for the animation system. The armature and ASM JSON files. The ASM file has it's own "grammar" which is outlined by fry, here. This is a little vague so I will try to explain this a bit more, so that it is easier to understand with what I have come to know through my own attempts at using this system. Armature File ASM File Sample BlockState File I'm sure there are typos or possibly something I have missed or not explained well enough, so I would love some feedback even on formatting issues. I will also post my raw notes on this stuff that might contain extra information.
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Trying to learn blockstates and config files...
public static final String MODID = "blockstatetraining"; does not equal "bst" Thank you Draco18s for making that evident I need sleep, but I need to finish this tutorial.
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Trying to learn blockstates and config files...
I don't believe your BlockState file is correct. You declare the forge version, and then try to use the vanilla version to define the variants.
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Trying to learn blockstates and config files...
Please post your whole log. Is your BlockState file located in assets/modid/blockstates? Does your BlockState file have the same name as your blocks registry name?
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