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Everything posted by Animefan8888
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How do I properly get the BlockState of a Block/Item?
Animefan8888 replied to Insane96MCP's topic in Modder Support
In what context are you using this? Because doing Block.getBlockFromItem(item) and then Block#getStateFromMeta(int) should return the proper BlockState for that metadata. -
ToolMaterial#getEfficiencyOnProperMaterial exists in version 14.21.1.2387 of 1.12.1.
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Item Pedestal Block's model is not rendering?
Animefan8888 replied to witherlord00's topic in Modder Support
Then you will want to use an IBakedModel and have your block's blockstate store the ItemStack using a custom IUnlistedProperty that you will apply in Block#getExtendedState. -
Item Pedestal Block's model is not rendering?
Animefan8888 replied to witherlord00's topic in Modder Support
Then don't use it? What would you like to use? -
Item Pedestal Block's model is not rendering?
Animefan8888 replied to witherlord00's topic in Modder Support
Don't use a TESR. Using Forge you can load the OBJ model without it using ObjLoader.addDomain and then add the model like you would for a normal block using the blockstate JSON, but point to your OBJ model file instead. -
ItemPredicate not ItemPredicates.
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Syncing Capabilities through packets returns Casting exception.
Animefan8888 replied to oldcheese's topic in Modder Support
Please post the Null Pointer Exception and how you register your Capability. -
[1.12.1][Solved] Call a function every time a block is broken
Animefan8888 replied to Neirpyc's topic in Modder Support
Yes it does. BlockEvent.BreakEvent#state#getBlock() -
[1.12] Get EntityCow and other animals out of EntityAnimal
Animefan8888 replied to OrangeVillager61's topic in Modder Support
... if (entity == EntityCow) What? -
[1.11.2] [UNSOLVED] Sending energy in specific direction
Animefan8888 replied to Bektor's topic in Modder Support
If I am not mistaken Ender IO and Thermal Expansion send energy through there pipes by just filling there pipes with energy, which allows them to get past all of that path finding that if I am not mistaken IC2 does. Though if you go with my suggestion from the other thread you could bypass all of that and just store it in the 'network' instead of the pipes. -
[1.11.2] [SOLVED] Energy network performance
Animefan8888 replied to Bektor's topic in Modder Support
Simple solution; multiple 'network' instances/multiple lists/maps. You would check around for blocks that should be connected to the network and then get their network from them or search for a network with that BlockPos. Of course with this you would also need to check for connecting two networks together. -
[1.11.2] [SOLVED] Energy network performance
Animefan8888 replied to Bektor's topic in Modder Support
Your FPS shouldn't be consistently low unless you are handling all of this on the client side as well as the server side which is entirely unnecessary. Also calling findTransferPipes() in an update method is rather ridiculous. Adding things to the network could simply be done in the Block.onBlockPlaced and Block.breakBlock, or Block.onNeighborChanged. And instead of storing the network in the pipes/energy tileentities. You could store it in a WorldSavedData and simply reference it when ever you have a World instance. And then you update the network in a world tick event. Not sure if this is the problem, but it could be. -
Understanding texture/model of blocks in inventory
Animefan8888 replied to indemnity83's topic in Modder Support
The problem is that you don't ever register a item model to your block's items, at least as far as I could tell. You need to call ModelLoader.setCustomModelResourceLocation and you can check out this thread for more info. -
Could you also post your Items class, clarify where you put the JSON, make sure the registry name is matching the file name, and you might need to update your forge version I believe there was a bug that would cause the exceptions to not be printed.
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That is what I meant, but i worded it weirdly. I understand, and it is kinda obvious, but I did explain it not that well. Instead of new ModelResourceLocation(item.getRegistryName(), variantName); do new ModelResourceLocation(item.getRegistryName() + "variantName", "inventory"); This will require an item model for each metadata at assets/<modid>/models/item/registryName+variantName