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Everything posted by RafaMv

  1. Hello, I've started learning world gen recently, so my answer may not be very accurate. Try looking into BiomeProvider.class. There is a static block at the end where vanilla registers those BiomeProviders (vanilla_layered, multi_noise...). Maybe (and again, I have no clue if this is correct), you can create a new BiomeProvider based on that multi_noise one (NetherBiomeProvider) and then register it by using a RegistryEvent.Register<Biome>.
  2. Hello everyone, So, I'm question is about porting to 1.15.2. I would like to render an itemstack that is inside a tileentity. I'm using a TileEntityRenderer where I'm getting the ItemRenderer class from Minecraft.getInstance().getItemRenderer() and calling renderItem(), but the second parameter is a TransformType which is deprecated. What should I use instead? Currently, I'm setting it to TransformType.NONE. Any help is appreciated
  3. I see... for some reason my forge Fluid class is different from those, it doesn't have the ResourceLocation. What version are you using? Edit: I was using the recommended version I changed to version and it worked beautifully! Thanks Choonster!
  4. Hello guys, so I have never done a fluid before, but I think I got it right, except the rendering. I have the fluid block (BlockFluidClassic), I can place it and it can normally flow; However, it is invisible (with default RenderType = -1) or untextured blocks (with RenderType = 3). Does anyone know how to properly register a fluid in 1.8?
  5. Hello guys, so I'm working on a block that needs some IProperties; however I would like to ignore them in the block registering so I don't have to create tons of blockstate variants. Does anyone know how to do it?
  6. The "Predicates.equalTo(<yourIBlockState>)" works! I didn't know how the Predicate works; I was using the "BlockHelper.forBlock(Block)". Thanks diesieben07.
  7. Hello guys, do you know how can I do a pushable entity? I tried using the code from EntityBoat and EntityMinecart; however, I always get a annoying effect: when the entity collides, it will sometimes go to the top of the other entity bounding box. I also noted that this happened with other mods as well. So, what is causing it? Anyway, here is the current code that I'm using. PS: What I really want is something similar to when you try to push a wolf that is sitting.
  8. Your entity has a very high movement speed, try reducing a little bit. I would suggest about 0.3D - 0.35D "getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(0.6D);"
  9. Hello guys, I tried to generate my own block by replacing granite (Blocks.stone.getStateFromMeta(1)); however, I don't know how to do it properly... the worldGen just replace all stone types (stone, granite, diorite, and andesite). Do you guys know how to replace a specific IBlockState?
  10. Thanks, that makes sense and I would not notice that, haha. Well, now it's working right. I was using debug, so I've closed mc and tried again. Weird
  11. Nice. But I still have a problem. When I destroy the tile entity in survival, it is not completely destroyed, I can still collide with it, and when I right click it, the block returns. Am I doing something wrong?
  12. In order to get the tile entity (!= null), I'm using the breakBlock(), instead of dropBlockAsItemWithChance(), or harvestBlock(), both return a null tile entity. So, I'm setting the tag in an itemstack and spawning it before the super.breakBlock(). When I do this, it will spawn an extra block, so I need to override the getItemDropped() to null. However, when I do that, it will always drop an item, even in creative.
  13. Well, currently I'm using that, but the player can still get the block when it is broke in creative. How can I check if it is creative or not? I mean, is there any problem by using !Minecraft.getMinecraft().thePlayer.capabilities.isCreativeMode in the breakBlock(World worldIn, BlockPos pos, IBlockState state) method?
  14. Hey guys, do you know how is the best way to store values from the tile entity in a block / itemstack, so they can be re-add when the block is placed again?
  15. Well, I found my error. The name of the gui was the same, but I started the path with "/textures" and it should have been only "texture". Ops... D:
  16. It should be in the commonProxy along with the block registry (GameRegistry.registerBlock()), I think.
  17. Have you registered your tile entity? (GameRegistry.registerTileEntity()) Your crash report has a "java.lang.RuntimeException: class tileEntitys.TileEntityFullyBrockenBedrock is missing a mapping! This is a bug!"
  18. Hello guys, I have tried to create a build of my mod (1., but the textures from the guiContainer is not being showed. They work normally when using eclipse. The textures are located in modid/textures/gui/texture_name.png and I'm using new ResourceLocation(modid, "/textures/gui/texture_name.png"); to access it. Do you guys have any suggestion of what is causing this?
  19. Hello guys, I don't know to much about worldgen, but I believe that MC works using perlin noise. Knowing that, how can I get the value that MC used to create the world. I mean a value from 0-1 that was translated into biomes, for instance. Thanks in advance!
  20. Hello guys, I'm having some issues about creating a metadata block in 1.8. The items textures don't load, although the blocks themselves have the right textures. I've done a simple block alerady and it works fine; is there any difference between item rendering of a simple block and a metadata block?
  21. Right, I got the idea. I just have a question: how would I change the position of the slots? Changing a field in the container class, maybe?
  22. Hello guys, recently I was trying to create a GUI that has 3 different containers. The GuiContainer class wound have 3 different tileentities, which are get from the surroundings, and their respective containers. So, I would like to change the containers using buttons. The reason I don't want to create multiple tileentities is that some items have to be in another tileentity. I tried something like to change the pages/containers (without success, if I save the currentGuiID/page for the next openGUI. I also noticed that the itens are only client side [not sure if that is right, propably not]): Basically, I would like to do something similar to the creativeTabs, where the player can dynamically change the pages and containers easily.
  23. I know that, but I cannot figure out how to get the model from the item to render it.
  24. Hey guys, does someone know how to change the scale of a normal/generic item. I don't want to add a new model to the item, just make it smaller. I know it has something to do with MinecraftForgeClient.registerItemRenderer() and my renderItem class, but I don't know how to get the model from the item. Thank you in advance!
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