Everything posted by Animefan8888
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[1.7.10] How to see what sort of block I placed?
You have the ability to update them yourself which is always a pleasure. Also there is a BlockState field in the event which contains a Block field.
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Updating to 1.11: File Contents to lowercase
You could write the program very easily by scanning through the file and grabbing it a character at a time.
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Where to learn about power system
You need to open up your run configurations and remove the arguments. Very simple, you need a block with a TE and the TE needs to return a Energy storage provided by Forge, and you need to make sure it is asking for one of the Forge Energy Capability.
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Where to learn about power system
Check out the Energy Capability in the forge source and the documentation on Capabilities of the forge docs.
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[1.10.2/1.11.2] Lava Renders In Custom Boat
Could you post some code so we have something to go off of?
- 1.11 - Can't get Capabilities to work
- 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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