Everything posted by Animefan8888
- 1.11 - Can't get Capabilities to work
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[1.10.2] [Solved] Custom block won't connect to stairs' solid side
Post your code and the crash report.
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[1.11] Register Particles
I'm going to say that Minecraft#effectRenderer is not initialized when you are calling the registerParticle method. Try some other ones like init or postInit.
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Item with Multiple Models managed via NBT and ModelLoader
I would say so, that is where it would make the most sense to me, make sure it is after ItemRegistry and during preInit, or in the ModelRegistryEvent.
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[Forge 1.11] How to color item using the same textures?
Says it is crashing, but doesn't provide a crash report.
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Item with Multiple Models managed via NBT and ModelLoader
Hopefully I understand it correctly for you (never used it). ModelBakery.registerItemVariants(Items.APPLE, Items.APPLE.getRegistryName(), new ResourceLocation("modid", "fileName")); ModelLoader.setCustomMeshDefinition(Items.APPLE, new ItemMeshDefinition() { @Override public ModelResourceLocation getModelLocation(ItemStack stack) { if (stack.hasTagCompound()) { if (stack.getTagCompound().getBoolean("charged")) { // return new ModelResourceLocation to charged sub type } else { // return new ModelResourceLocation to not charged sub type } } return new ModelResourceLocation(stack.getItem().getRegistryName(), "inventory"); } });
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[1.11] Block always faces north
You actually need to determine which State from which metadata. Currently you only return the default state in getStateFromMeta. And you always return 0 in getMetaFromState. These are how it saves the blockstate to disk.
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Item with Multiple Models managed via NBT and ModelLoader
Create a new instance of ItemMeshDefinition, and in the one method return the proper ModelResourceLocation for that variant. You have a ItemStack parameter to use to get the NBT from.
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Dynamic Textures in Model JSON
"name": "name" // Initializing and declaring a variable "secondName: ""#name" // Declaring a second variable and giving in the same value as the first using the first.
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[1.11] Register Particles
Never worked with Particles, but I have seen the ParticleManager and it has a registry function.
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[1.11] Block always faces north
In this case Deprecated means do not call, but you can override it.
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Multipart Model
Could you post the console log, and your code for the Item and where you register your model for it.
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[1.11] Block always faces north
You need to Override Block#getStateFromMeta and Block#getMetaFromState
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[1.11] Make NBT data for item
Override Item#shouldCauseReequipAnimation And how do i use it, i'm not sure what to do with the method Only return true when the item, the size, and the metadata changes.
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Weird Smelting Bug
Look at the vanilla furnace container and TE for how it does it. TileEntityFurnace#getField, TileEntityFurnace#setField, TileEntityFurnace#getFieldCount and ContainerFurnace#detectAndSendChanges and ContainerFurnace#updateProgressBar.
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Why Gradle? (Also is There Any Way to Develop Mods Without it)
I would say WiFi, but couldn't be precise without a log.
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[1.11] Make NBT data for item
Override Item#shouldCauseReequipAnimation
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Held an Item on players back?
Look at RenderEntityItem(RenderEntityItem#doRender, line 89), and then use the RenderPlayerEvent.Pre to render the Item.
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[SOLVED] set the container item for only select metadata items
If 7 is greater than the metadata then it will be 6 and below for one, and if you return super.getContainerItem you are just going to get null. Then override Item#hasContainerItem and make it return true when there is a container item.
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Why Gradle? (Also is There Any Way to Develop Mods Without it)
I do too. Looking at the HTML it's a "warn_watch" field, so I take it to mean that the moderators are watching his posts closely. Yeah I thought that as well, but wasn't quite sure and didn't think to look at the HTML.
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Why Gradle? (Also is There Any Way to Develop Mods Without it)
Does anyone else see the "Watched" in green under gurujive's name or is that just me?
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[1.11] Special tile entity renderer
Yeah... as im coming from a PHP/JS/HTML/CSS background.. Yeah that is not quite the best for this....Once you have those OOP concepts down you should be able to tackle this problem with barely any effort. I hope so Any recommendations of a tutorial i should look into, and by that i mean a creators name? I do not have any recommendations because I just jumped in and learned as I went, but you can just go on to youtube and search for "java concepts tutorial for beginners" or "java for beginners" and that should work.
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[1.11] Special tile entity renderer
Yeah... as im coming from a PHP/JS/HTML/CSS background.. Yeah that is not quite the best for this....Once you have those OOP concepts down you should be able to tackle this problem with barely any effort.
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Why Gradle? (Also is There Any Way to Develop Mods Without it)
Use a USB flash drive to store all of your code and eclipse/IDEA. And what you do is you take the files stored in some path under your User that contains all of the referenced libraries and put them into your flash drive and then edit the projects dependencies so that it uses the same ones, this works in theory have not tried it myself.
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[1.11] Special tile entity renderer
I would suggest watching some tutorials on some Object Oriented Programming so you can learn the concepts, I would recommend it being Java over other obviously.
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