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Animefan8888

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Everything posted by Animefan8888

  1. Also are you calling ModelLoader.setCustomModelResourceLocation in the Block Registry event? If so it has its own event ModelRegistryEvent. You are not registering the ItemBlock for them.
  2. Where do you call proxy.preInit
  3. I do not believe so but you register your models the same way you did before, it just needs to be in the event.
  4. Code and ModelLoader.setCustomModelResourceLocation needs to be called from ModelRegistryEvent.
  5. In your block object/field/variable call getRegistryName() instead of getUnlocalizedName() as you do right here You are the one with the code...check. You call it in your ClientProxy, it is just you never call the method ClientProxy#preInit
  6. getRegistryName is from IRegistryEntry.Impl which all registry types (Block, Item, etc) extend.
  7. I would make it a config option. Allow the server admin(s) to selected between kicking or sending a message.
  8. You don't actually call proxy.preInit.
  9. Ok. So the thing is that even when you are playing in singleplayer there is still a server. In Minecraft we have both physical and logical sides. Meaning that singleplayer both has a server and a client, and Multiplayer is separated physically between server and client. So I suggest just telling the player that the block(s) that s/he selected are wrong and which ones they selected are wrong.
  10. 1.7.10 is not supported on this forum. You should update to 1.10.2.
  11. Use reflection and store the Method in a field and call it instead of unPressAllKeys.
  12. Your swords can't use metadata to distinguish between different types. Swords already use metadata as how much damage they have.
  13. In your constructor the second pararmeter of the super needs to be a new Model.
  14. if block at x y z == AIR then generate That is psuedo-code not actual java code.
  15. Then just check if the block at your x, y, z variables is air. Because then the origin is in a cave of some sort, but will not require 7x3x7 space.
  16. 3 * 7 * 7 = 147. 147 blocks will have to be air at the randomly generated BlockPos. The likely hood of this happening is almost 0%. Just remove None of this is needed.
  17. The biggest problem is the third bullet point. Since most of underground is not Air the likely hood of it being like that is really low. it is less than 1%.
  18. Are you sure it is not spawning lets run through a checklist. It will only spawn in the Plains Biome. Then after that it will only have a chance to spawn 1 out of 10 times. Where it generates underground has to have enough air blocks to generate. The generation will only run on new chunks. Make sure you are meeting all of those requirements when you are looking.
  19. So what is the problem currently?
  20. That is not what I asked for. I want your entire dragonNest class.
  21. No, you should definitely not harass them to update. I believe that version 1.9+ is supported on here now if not it is 1.10+.
  22. After a little bit more debugging I fixed this issue, but ran into another one. First the fix. Since most items have transparency you need to say that your block also has transparency. I did this by overriding Block#getBlockLayer and returned BlockRenderLayer.CUTOUT_MIPPED. Now on to the second issue. I need a way to get an IModel of any Item/Block. The problem with ModelLoaderRegistry.getModel is that some items have multiple models based on metadata and the same with blocks with variants. I need a way of reliably getting this for the ModelResourceLocation.
  23. Could you post your whole Render class.
  24. Ahh that makes sense, but is there any down side to marking it with @SideOnly?
  25. Why is that isn't ModelLoader a Client only class and when loaded on the dedicated server won't it crash the game?
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