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LogicTechCorp

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Everything posted by LogicTechCorp

  1. Hello. I have a system in place that sets up a soul network using WorldSavedData, it works albeit not how I want it to. When I add to the network it doubles the amount that is added. EX: 1000 turns into 2000. SoulNexus(Network): https://github.com/LogicTechCorp/SoulMagic/blob/master/src/main/scala/soulmagic/api/nexus/SoulNexus.scala NexusHelper: https://github.com/LogicTechCorp/SoulMagic/blob/master/src/main/scala/soulmagic/api/nexus/NexusHelper.scala Scythe(Add to network): https://github.com/LogicTechCorp/SoulMagic/blob/master/src/main/scala/soulmagic/item/ItemScythe.scala#L130
  2. Never mind. I have figured it out!
  3. Sorry for not being clear. My question is how would it just get FluidName:"name", Amount:amount instead of {Fluid:{FluidName:"name",Amount:amount,},}.
  4. I now have it displaying but it comes out as {Fluid:{FluidName:"name",Amount:amount,},}. I would like it to just display FluidName:"name", Amount:amount
  5. I have an item that can hold fluid. I write the fluidstack(fluid and amount) to nbt. I would like to retrieve this info and display it using addInformation(). How would I do this? Link to class: https://github.com/LogicTechCorp/Scythe/blob/master/src/main/java/scythe/item/ItemUrn.java
  6. I have it successfully rendering in the tank but now how do I render it in the inventory. (The tank can be picked upped and moved with the fluid still in it)
  7. I have a tank that successfully works but I have not figured out how to display the fluid inside of the tank. What is the best way to achieve this? Side Notes: The tank is multi-directional. (DUNSWE) The tank is rendered using two model files that change depending on the direction of the tank. (DU), (NSWE)
  8. I have not tried anything because I am unsure of what to do.
  9. How do I render a fluid inside of a block(tank/pipe)?
  10. Is it possible to fill a block (tileentity) with any fluid in the fluid registry without having to have sub (metadata) blocks?
  11. How would I have my block be placed in all six directions
  12. A negative signal would negate a positive signal to a neutral signal. Side note: Redstone is binary ("0" or "1") Neoredstone is trinary ("-1", "0", "1")
  13. Neoredstone is a new logic material, different to redstone. Unlike redstone that has two useful states ("off" and "on"), neoredstone has 3 useful states ("positive", "neutral" and "negative"). Neoredstone has no weak signal. Only a positive neoredstone signal can send an "on" signal, you can make mixed logical circuits of neoredstone and redstone. A positive neoredstone signal can power redstone and other machines(piston, dropper, door, etc).
  14. Would it be possible to create a wire that acts like redstone but has three states(negative, nuetral, positive)?
  15. I have it working but my leaves appear gray in the inventory, how do I fix that?
  16. Is there a way to have my custom leaves use a different Colormap/Colorizer in the overworld than the standard green one?
  17. Rename your en.us.lang to en_US.lang
  18. How do I use a custom colormap for my grass and leaf blocks?
  19. The block name is correct so it must mean it is looking for the block before it is registered but I'm looking for the block in post initialization and the block is registered in pre initialization, which makes no sense to me.
  20. b comes out correctly but replacement is null, how would I resolve replacement being null?
  21. In my mod Flora & Soma I have added the ability to customize villages. eg: What Biomes they can spawn in and what blocks they are made out of. Everything works fine except when I try to use a non-vanilla block. Crash: https://gist.github.com/LogicTechCorp/abf96b4cdc43f0fd3382 ConfigVillage: https://github.com/LogicTechCorp/FloraSoma/blob/master/src/main/java/florasoma/common/ConfigVillage.java BiomeBlockReplacer: https://github.com/LogicTechCorp/FloraSoma/blob/master/src/main/java/florasoma/util/BiomeBlockReplacer.java ClientProxy: https://github.com/LogicTechCorp/FloraSoma/blob/master/src/main/java/florasoma/proxy/ClientProxy.java FloraSoma: https://github.com/LogicTechCorp/FloraSoma/blob/master/src/main/java/florasoma/FloraSoma.java
  22. How do you set the still and flowing textures of a fluid in 1.8?
  23. I am adding the ability to change what biomes villages can spawn in and what blocks they are made out of. Everything is configurable and works fine except when the player replaces a block with a variant of itself. To replace a block in village generation, you write: ~original_block_name,replacement_block_name:metadata,target_biome where: - original_block_name and replacement_block_name are the unlocalized names of the original and the replacement blocks, - metadata is an integer in the range of 0 to 15 and the data value the replacement block should have, - target_biome, is 'b:BiomeName' Config: https://gist.github.com/LogicTechCorp/32db8a23c419067e7d66 Config Handler: https://github.com/LogicTechCorp/FloraSoma/blob/master/src/main/java/florasoma/common/ConfigVillage.java#L111 Block Replacer: https://github.com/LogicTechCorp/FloraSoma/blob/master/src/main/java/florasoma/util/BiomeBlockReplacer.java#L31 Clarification: It works if you set a different block with metadata but it does not work if you set the same block with a different metadata.
  24. I am adding the ability to change the village blocks based on the biome it is in. Everything works fine except for the stairs, when the stairs are placed they have the default state. I would like to get the state of the stair it is replacing and apply it to itself. Relevant Class: https://github.com/LogicTechCorp/FloraSoma/blob/master/src/main/java/florasoma/util/BiomeBlockReplacer.java
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