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Tikaji

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Everything posted by Tikaji

  1. I'm trying to add a loot table function/condition so that I can change the item that is dropped by a block based on a condition. I've tried adding both a function and a condition and I have had no success. What am I missing here? This is the function that I tried. This is the loot table that I create for the function. This is the condition that I tried. This is the loot table I create for the condition. I register both of them here. Any help would be much appreciated. EDIT: I'm overriding the cobblestone loot table and the loot table file is placed in data/minecraft/loot_tables/blocks
  2. Would you happen to have/point me to an example of using a function for your loot table? It sounds a lot like what I would like to do.
  3. Is this the only way to handle block drops? I want to be able to check a specific set of conditions (ie the block broken and the tool used) and also support adding block drops for the tool from other mods (Hopefully that was clear). Is there no way to handle block drops programmatically, or must I use loot tables?
  4. From what I understand, I should be able to subscribe to the BlockEvent.HarvestDropsEvent. However, I've found that it doesn't seem to work. When I subscribe to BlockEvent, it works just fine. Am I doing something wrong? Here is my event handler class. @Mod.EventBusSubscriber(modid = ModInfo.MOD_ID, bus = Bus.FORGE) public class CrookHandler { @SubscribeEvent public static void handleEvent(BlockEvent event) { LogUtil.info("Received Block Event"); } @SubscribeEvent public static void handleCrookEvent(BlockEvent.HarvestDropsEvent event) { LogUtil.info("Fired handleCrookEvent"); if (event.getWorld().isRemote()) return; if (event.getHarvester() == null) return; if (event.isSilkTouching()) return; ItemStack held = event.getHarvester().getHeldItemMainhand(); if ((held.getItem() instanceof CrookBaseItem)) { return; } LogUtil.info("Recognized crook"); } }
  5. Just so I understand, if my Tile Entity doesn't have any animations to go with it then I don't need a TER. But if it does have animations, I'll need a TER. Is that correct?
  6. Ok, I might be being a bit of a dope, but this should work for Tile Entities as well correct? I know that there is a TileEntityRenderer, when would that be used?
  7. Hey all, I'm trying to figure out how to render JSON block models. Can someone point me to a good place to better understand how to do this? I'm looking to update a Tile Entity renderer from 1.12. Much appreciated.
  8. Figured it out, missed a model initialization function call. All is well! Thanks for your help
  9. So, I went and found what you were talking about, and it removed the FML.TEXTURE_ERRORS about "broken aspect ratio and not an animation", however, the textures still aren't there. I'm assuming there's something I'm supposed to put in the item's class, what might that be?
  10. I'd like to take an item and have an animated texture for it. Its not like the clock or the compass that's based on a value to determine its texture, but its constantly changing like Thermal Expansions Fluxed Phytogro. Is there a good place to go to get some insight on how to do that?
  11. That would do it! Thank you for that! I just assumed that this function took this into account, guess not.
  12. That would do it! Thank you for that! I just assumed that this function took this into account, guess not.
  13. I'm attempting to use canBlockSeeSky() from the World class. However, it will only return false. Is there something else that I should be using to check if a block can see the sky? This is being done in the tile entity for the block. Perhaps I should be doing this check else where? If you need anything else to help diagnose the problem, please ask. And thanks for any help!
  14. I'm attempting to use canBlockSeeSky() from the World class. However, it will only return false. Is there something else that I should be using to check if a block can see the sky? This is being done in the tile entity for the block. Perhaps I should be doing this check else where? If you need anything else to help diagnose the problem, please ask. And thanks for any help!
  15. As the title says I need to sync a list between the client and server. Is this done through a custom packet or is there something that's already been implemented by Minecraft/Forge? Any help is appreciated.
  16. I've created a tile entity that will revert most crafting recipes. However, I've run into an interesting bug. All vanilla blocks are returned with a missing texture. This is only for vanilla blocks. All items and mod blocks return the correct textures. Tile Entity (Thanks to Jabelar for this tutorial) Disassembling Recipe Handler Disassembling Adjusted Recipes Disassembling Added Recipes Disassembling Input Quantity My GitHub for more info: https://github.com/Tikaji/HaloCraft Any help is appreciated.
  17. Thanks for the response. I'll see what I can do. The only issue I'm seeing right off the bat is that in 1.8 all the textures are handled in a JSON file and Minecraft finds that JSON off of the unlocalized name. I'm sure I can get it working in the tile entity but then changing textures might be a whole other beast to handle.
  18. Here are some other good resources that explain what is going on. http://jabelarminecraft.blogspot.com/ http://greyminecraftcoder.blogspot.com/p/list-of-topics.html http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-8/
  19. I'm creating a mod that uses the RF API and would like to implement reconfigurable sides for power and item transfer. I know that Thermal Expansion, Ender IO, and Immersive Engineering do that and I was curious if someone could point me in the right direction on where to start. I'm not asking for a full tutorial on here but more of a resource on where to start or any ideas. Any help is greatly appreciated.
  20. Ok so first of I'm assuming its the container that's not working correctly. I've been updating to 1.8 and this is the first major issue I've run into. Well more like two problems. One of my Tile Entities will accept an item however it will immediately spit it back out but create a copy of the item in the correct slot with a stack size of zero. The other Tile Entity just eats the item and nothing happens. I copied my code over from 1.7.10, and using TheGreyGhost's MinecraftByExample updated it to 1.8. I'm not entirely sure where exactly my issue is so if you need anything to help just let me know. Any help is much appreciated. Container that spits item out: Container that eats items Base Container
  21. Look at MineMaarten's Advanced Modding Tutorials. Episodes 14 and 15 cover multiblocks. Hope this helps.
  22. So I'm creating a mod that has a power system in it and I'm having an issue creating conduits. I'm using the RedstoneFlux-API and power will bounce back and forth between the capacitor (storage entity) and the conduits. I figure its the way I'm transferring power between entities and wanted to come here to see if any one had a better way to do it than I have. This is the way I'm passing power between entities: Feel free to ask for more info. My GitHub for this project: https://github.com/Tikaji/HaloCraft
  23. I'm trying to display multiple textures on one block and I'm using the Furnace from vanilla as a reference. However when I try to register and display textures they don't work. I have other blocks that have only one texture and they work just fine. The only difference is that the ones that work are not Tile Entities. Below is the code that for some reason will not work. Any help is appreciated. Code: If you need anything more to help just let me know
  24. So i was able to adjust the Minecraft code for The End to generate the one island but, I got stuck at making multiple smaller islands. In the end I want it to be like an asteroid field that the player is able to work in. I'm starting to think that I don't understand how the Chunk Provider works. Is there a tutorial out there that I can uses to understand how that class works?
  25. I would like to create a dimension similar to The End but have smaller asteroids that generate. I've looked into custom dimensions and can create normal surface dimensions but when I go to try to mimic The End I run into the problem of not knowing how to generate the islands. There's no property that I can change to do this or if there is I've over looked it. Where should I be looking for a good start for a sky dimension?
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