Failender
Forge Modder-
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Everything posted by Failender
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[UNSOLVED]Strange things happen with my energysystem[1.8]
Failender replied to ItsAMysteriousYT's topic in Modder Support
how about.. doing the things u need to disconnect after setting it null..? -
[UNSOLVED]Strange things happen with my energysystem[1.8]
Failender replied to ItsAMysteriousYT's topic in Modder Support
cant see u calling onPowered. are u sure u are calling it? please do basic debugging. use sysos and find mistakes. -
[UNSOLVED]Strange things happen with my energysystem[1.8]
Failender replied to ItsAMysteriousYT's topic in Modder Support
show ur actual code please. -
[UNSOLVED]Strange things happen with my energysystem[1.8]
Failender replied to ItsAMysteriousYT's topic in Modder Support
I think you need to mark the block for an update. search for the correct method in ur IDE, might solve the problem. -
Checking if a block is within a radius of player?
Failender replied to Atijaf's topic in Modder Support
well. One way to do that would be to make the conditioner ticking tileentities. every tick check how far every player is away (get their position and use gud simple math to calculate the distance) and give them benefits depending on the distance -
[UNSOLVED]Strange things happen with my energysystem[1.8]
Failender replied to ItsAMysteriousYT's topic in Modder Support
i got json for blockstate item model and block model -
[UNSOLVED]Strange things happen with my energysystem[1.8]
Failender replied to ItsAMysteriousYT's topic in Modder Support
{ "parent": "shadowsrising:block/toxicair", "display": { "thirdperson": { "rotation": [ 10, -45, 170 ], "translation": [ 0, 1.5, -2.75 ], "scale": [ 0.375, 0.375, 0.375 ] } } } example from my actual project. and my texture is at assets.shadowrising.textures.blocks.toxicair -
[UNSOLVED]Strange things happen with my energysystem[1.8]
Failender replied to ItsAMysteriousYT's topic in Modder Support
what the.. u should seriously fix ur models -
[UNSOLVED]Strange things happen with my energysystem[1.8]
Failender replied to ItsAMysteriousYT's topic in Modder Support
how about u show us the error log -
worked like a charm, thank you very much!
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Checking if a block is within a radius of player?
Failender replied to Atijaf's topic in Modder Support
checking from the block isnt the best idea. give us some more information please. why do you need to check that, when do you need to check that and how common is ur block -
to be honest. im not sure whats the problem in there. if i compare those jsons.. block models blockstates
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Oh sorry I was rewriting my text and removed the problem.. retarded me. The block is not transparent. Its passable and all that but rendering like there is no transparency
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Hey folks, I am triing to create a new type of air (toxic air), which means I need a block that will be semi transparent. To do so I took a look at glass and how it does that. I think that my solution lies in shouldSideBeRendered, but I feel like Im missing something. I took the original method from the BlockBreakable class and removed some unnecessary checks, but its rendering as a full block. The reason I dont extend BlockBreakable is because the method I want is hardcoded to work for glass. package de.failender.shadowsrising.blocks; import de.failender.shadowsrising.ShadowsRising; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.util.AxisAlignedBB; import net.minecraft.util.BlockPos; import net.minecraft.util.EnumFacing; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; public class ToxicAir extends Block{ public ToxicAir() { super(Material.air); setCreativeTab(ShadowsRising.shadowTab); } public AxisAlignedBB getCollisionBoundingBox(World worldIn, BlockPos pos, IBlockState state) { return null; } public boolean isOpaqueCube() { return false; } public boolean canCollideCheck(IBlockState state, boolean hitIfLiquid) { return false; } @Override public boolean isReplaceable(World worldIn, BlockPos pos) { return true; } public boolean shouldSideBeRendered(IBlockAccess worldIn, BlockPos pos, EnumFacing side) { IBlockState iblockstate = worldIn.getBlockState(pos); Block block = iblockstate.getBlock(); if (worldIn.getBlockState(pos.offset(side.getOpposite())) != iblockstate) { return true; } if (block == this) { return false; } return block == this ? false : super.shouldSideBeRendered(worldIn, pos, side); } }
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http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-forge-1-6-4-1-8-eventhandler-and
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google Forge Event Handling and store information inside nbt, if minecraft isnt already storing it
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[1.7.10] What happens if I forget @Override?
Failender replied to American2050's topic in Modder Support
seriously ask that google -
seriously. learn java. google the problem.
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how about removing the argument if u are not using it..?
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so. why do you have an argument in the constructor of the item if u are passing null there anyway.
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But you should ALLWAYS use the @Override annotation, because its not harming and helps you prevent dumb errors, like spelling the method u want to override wrong
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thats wrong. it tells the compiler to check if u are overriding correct.
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u need to know java to mod minecraft. there is no way around it. learn java. then come to minecraft. there is no other way and ppl need to understand that
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i already told you.