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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. I don't think there are any right now, but if you are basing items/blocks off of vanilla ones you can look at there JSONS from either the forge source reference library or go to your .minecraft directory and look in the jar file under assets/minecraft/models.
  2. No a crafting table has three different textures associated with it, the one on the top, bottom, sides, and the furnace has a front, sides, and a top/bottom.
  3. You need to replace all FurnaceRecipes with your Recipes class.
  4. Why not try using this { "parent": "item/generated", "textures": { "layer0": "messycore:items/copper_ingot" } }
  5. I meant is it going to be like the crafting table, having a top texture, a bottom texture, and side texture or is it going to be like a furnace?
  6. Do you ever add anything to the smelting list in there?
  7. What exactly do you want to do with the model?
  8. Well for one the tutorial you were using was for 1.8, and you are using 1.10.2. If you would post your JSON model here.
  9. Probably the exact same way, where the rendering actually happens put GlStateManager.disableLighting(); GlStateManager.enableLighting();
  10. May I assume you have a TileEntity that uses these new recipes?
  11. What about disabling the lighting like you did in the TESR?
  12. By make them unbreakable you can use a different blockState and when the blockState was switch it will update, I assume you can use three different blockStates. One for the original, one for the transparent, and one for the new unbreakable version. Heck you could use different blocks to accomplish this if you wanted. public float getBlockHardness(IBlockState blockState, World worldIn, BlockPos pos) { return this.blockHardness; } Edit that method it is Deprecated but it still works, just set the returned value to -1 to make the block unbreakable. I don't know what program to use as I have not actually fiddled around with the new JSON system yet.
  13. I have a suggestion I don't know if this will work but how about you try using a different texture, aka instead of this.base = bakedTextureGetter.apply(new ResourceLocation("blocks/grass_top")); Use this.base = bakedTextureGetter.apply(new ResourceLocation("blocks/iron_block"));
  14. What is the problem exactly the TESR is rendering differently than the model?
  15. You need to post your code.
  16. I have a question first so you have any prior experience of Java if not I would suggest looking up some java tutorials to get familiarized.
  17. At the end of the first line here the semicolon needs to be a comma. OMNIPOTENTTOOL("omnipotenttool", "ItemOmnipotentTool"); OMNIINGOT("omniingot","ItemOmniIngot");
  18. Could you post the Error log please.
  19. In the OmniIngot class you are setting it's unlocalized and registry name to an empty string.
  20. Have you tried doing any debugging, like printing out what item it is currently on from the keyset (unlocalized name) into the console. To see if it is even detecting the item being there. Also are you sure that your buffPairs is gaining the items.
  21. What is it actually doing and what is it supposed to do?
  22. When you break to there instead of exiting the loop you actually start the next iteration. *edit Don't question this I was thinking of something else sorry.
  23. So your problem is happening here for(ItemStack i : player.getArmorInventoryList()) { if(i.getItem() == armor) { armorEquipped = true; break outer; } } Look at it closely.
  24. Blocks are singletons there is one instance of that block throughout the code, editing the block hardness changes the hardness of every block. If you already knew that you could just save the original hardness to a seperate variable before changing it.
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