Everything posted by Animefan8888
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[1.11] How do you render in code models
First there is more than just Techne, but doesn't matter. Are you saying code the model yourself? Or use another way? (Because if there is another way I am very much wanting to know, and if it is coding it yourself I already do that ).
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1.11 furnace hooks. how do i tap into a furnace the easy way?
Goal two can be accomplished via Reflection, but goal 1 and 3 are not possible with events right now at least not the way you want. You could use ItemSmeltedEvent which is fired when the player takes items from the furnace output slot. So basically you will need to put in a PR for a CanSmeltItemEvent and a SmeltingResultEvent. And Goal one is being done in the best way possible as of right now.
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1.11 furnace hooks. how do i tap into a furnace the easy way?
What is your goal?
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Feedback wanted on a possible new blockstates JSON format
Ok quick question when you say "multiple-condition-tests are not possible" do you mean you can't do this "connected_down=true,connected_east=true,connected_north=true,connected_south=true,connected_up=true,connected_west=true":{ "model": "cube_all" }, or like this "connected_down=true": { "connected_up=true": { // Do stuff } }
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[1.10.2] Need help with OpenGL
Could you post what it looks like when you place another one down? Are they facing the same direction when you place them down?
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Multi-Part functionality Question.
TileEntities and using TEs with Blockstates. Edit: As well as a custom ItemBlock that handles setting the block and then editing the TEs data that corresponds to placement. And if anywhere includes anywhere on the y level you would need a way to handle that your self.
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How do you use block states with a Tile Entity Special Renderer
You use getActualState in your block and then access the TE with the world parameter and then your state data.
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Help checking if an item is valid for a slot.
Switch over to the IItemHandler capability.
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[Solved] [1.11] Creating Quarry
You shouldn't be looking for IIventory anymore instead you should be looking for an IItemHandler capability. And i do not know what "Hammer Core" is.
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[Solved] [1.11] Creating Quarry
Easiest way is to loop through the EnumFacings and use the offset function for an enumfacing that BlockPos has then do you if checks on capabilities.
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[Solved] [1.11] Creating Quarry
What are the values of chunkX and chunkZ?
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[1.10] How to Entity Make Attack
EntityAIAttackMelee is a vanilla class and wont call you private method of tryAbility.
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[1.10.2] Getting crafting/smelting recipe from item
Loop through the recipes. Ie FurnaceRecipes.instance().getSmeltingList() or CraftingManager.getInstance().getRecipeList()
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[1.10.2]Replacing 1.8.9 methods
I don't know why you are checking if the Item is not null, but it depends on what you want to do.
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[1.10.2]Replacing 1.8.9 methods
What was Block#getStateForEntityRender? and EntityPlayer#getHeldItem(EnumHand) or something like that. Both For EntityPlayer#getHeldItem(EnumHand), which one do i call? The main hand or the off hand? That depends is your function for both, main, or off? Then you need to check both.
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[1.10.2]Replacing 1.8.9 methods
What was Block#getStateForEntityRender? and EntityPlayer#getHeldItem(EnumHand) or something like that. For EntityPlayer#getHeldItem(EnumHand), which one do i call? The main hand or the off hand? That depends is your function for both, main, or off?
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[1.10.2]Replacing 1.8.9 methods
What was Block#getStateForEntityRender? and EntityPlayer#getHeldItem(EnumHand) or something like that.
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[Solved] [1.11] Creating Quarry
int chunkX = getChunkXPos(); int chunkZ = getChunkZPos() for (int x = chunkX; i < chunkX +/- 16; x++) { for (int z = chunkZ; i < chunkZ +/- 16; z++) { world.setBlockState(state, new BlockPos(x, pos.getY(), z)); } }
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[1.10+] ItemHandler Output Slots
This was straight from the interface ie new IItemHandlerModifiable() { // Methods }; Edit: But yes you should be able to.
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[1.10+] ItemHandler Output Slots
I kinda cheated when doing this, but for a furnace (something that has a specific output slot(s) I made it have an internal ID for properly inserting and if it was the normal id then I had it do nothing. @Override public ItemStack insertItem(int slot, ItemStack stack, boolean simulate) { if (slot == 2) return stack; if (slot == 3) slot--; if (canInsert(stack, slot)) { if (stacks[slot] == null) { if (!simulate) stacks[slot] = stack; return null; } if (stacks[slot].getItem() == stack.getItem() && stacks[slot].getMaxStackSize() >= stacks[slot].stackSize + stack.stackSize) { if (!simulate) stacks[slot].stackSize += stack.stackSize; return null; } else if (stacks[slot].getItem() == stack.getItem()){ int difference = stack.stackSize - (stacks[slot].getMaxStackSize() - (stacks[slot].stackSize + stack.stackSize)); if (!simulate) stacks[slot].stackSize += difference; stack.stackSize -= difference; } } return stack; } Feel free to optimize and give feedback (first time with IItemHandler).
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Client-Side Event Needs to be Ran Server-Side
You need to create a custom packet and send it to the server where it handles the spawning of the rock.
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[Solved] [1.11] Creating Quarry
First you would have to get the chunks boundaries I would do this by grabbing the x and z position of your TE and convert it to chunk coords. Then from there you can easily get the boundries by converting it back and adding/subtracting 15. Then you need to design what it looks like with a Tessellator and VertexBuffer.
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Not equal to air
You parameters match is it not running at all? Try adding an @Override above it.
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Help with setBlockState
There are random update ticks. Look at BlockCrops. Line 28, specifically. I thought they were the same thing, like you would schedule a random tick by scheduling it using Random#nextInt(...). Bu his other problem is a wrong method signature with updateTick it is Block#updateTick(World world, BlockPos pos, IBlockState state, Random rand)
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Help with setBlockState
I believe they need to be scheduled. world.scheduleBlockUpdate(pos, blockIn, delay, priority); I would do it in onBlockPlaced and then in the update method itself when the first one happens.
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