
SiriusWolf
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Everything posted by SiriusWolf
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Yup, I feel like a dumbass because I even read that in the notes on github about that and didn't think to try it lol. Thank you Draco, saving the world as usual. I looked at the AxeItem class after I read the post. Make sure new Item.Properties().addToolType(TYPE, LEVEL) even though the material is added first.
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Neither ItemTool nor ItemAxe as valid classes, and the material I'm using already implements IItemTier.
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Glad I wasn't the only one, I was fiddling around with 1.13 this-morning switched the launcher to and from beta. Guess it didn't hit me it was the launchers fault lol.
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Maybe I'm looking in the wrong place, but I can't find ToolAxe etc. anyplace, and that was viable in 1.13 all I see now is ToolItem extends TieredItem I'm trying to get my feet wet again haven't modded since early 1.12. =/ It seems that the constructor is fairly similar, it wants an offset damage, attack speed, IItemTier of which I've made my own IItemTier enum material etc. But I'm lost as to what effectiveBlocksIn is and how I use it, as well is the builder for Properties the same as normal items? public static Item magic_axe = new ItemMagicAxe(-1.5f, 5f, ToolMaterialList.magicMaterial, NotSureWhatIPutHere, WhichPropertiesGoHere?);
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[Eclipse] Proper way of creating sub-mod addons etc.
SiriusWolf replied to SiriusWolf's topic in Modder Support
http://goo.gl/TSNMvo It seems to be that bottom half that matters, directing gradle to build 3 separate libraries that all depend on 1 of them. I've never played with the build file and didn't get it enough when I first looked at it when I began modding, but I'd really like to be able to release the next couple of batches of stuff for my mod in parts rather than have another 5-10 config file options the average user probably doesn't look at anyway. lol -
Hey there, because I use 2 entirely different versions of forge this has never been an issue. But now that I've released my 1.8 version there's things I want to add, but not as a part of the main mod. Mods like TE, Mekanism, Growthcraft, etc. all have addons that require a base mod. What is the proper way to have multiple mods and addons in a single forge copy but only build them one at a time and be dependent? I've tried fooling with the package structure and such, and even tried it the way I'd do this task in C# (VS) but it all builds together.
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[1.8] Updated block, not rendering texture when placed
SiriusWolf replied to arie2002's topic in Modder Support
There's also new render methods for certain types of blocks like getBlockLayer & isFullCube. -
I'd have to see the rest of the block's code, because honestly the only trouble I'm having is with registering the fluid. The texturing is done within the blockstate file now and you have to make sure you define TRANSLUCENT as well as a few other rendering methods.
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I'm creating a type of tool that will break the block immediately to the left and right of the block hit. I've gotten that working just fine along with the harvest event (thanks Draco) but my issue is I can't figure out how to tell the left and right block. +- X isn't always left/right if you're facing north or east they're different directions. I've tried gathering by blockstate and blockpos but the best I've come up with is using the old MathHelper to grab the player's facing direction, which if you're at an angle such as North-West still will come up wrong and doesn't help for top/bottom tl/dr: Is there a method for finding out what facing side (north/up/down/west etc) of a block you hit with a tool?
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Wow...such a simple change, an annoying one, but simple once it's been explained. Thank You.
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Oook, so for anyone having these same issues, lemme tell you that I added IEnergyHandler & IEnergyConnection to my connection checks. So far I can pull, move, and pass power to about 3 different mods but sometimes it doesn't grab unless it's straight on from the source. Not sure if that's me or the other mod yet. Minefactory Reloaded also isn't accepting power from these yet; not sure if it's something I'm doing. But hopefully what I have figured out will help others.
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Ok so I made that adjustment you mentioned, and that fixed the energy issue. Thank You! But I'm still noticing that it's only connecting to certain machines. BC machines are fine, but it doesn't recognize MFR machines as anything that it can connect to, and it only accepts power if the pipe is going straight. Is that a fault in my code? Visual Explination:
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Are you talking about a custom model? In that case just change the variable inside the model for the new size. If you're talking about a custom texture for a normal cube block like all the other's in MC, you don't have to do anything it will render the higher quality texture to fit the block giving it a better look.
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[1.7.10]Rotating custom model depending on which side it is placed
SiriusWolf replied to _Gustav0_'s topic in Modder Support
Along with metadata the easiest way to do it is place the code inside your model class, not the tesr. Something I recently learned to do. Check this thread: Look Here -
Ok so I've tried directly modifying the internal storage to at least have power in there, but it's still not passing, is my code for sending the power incorrect?
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So, I've been trying to create an RF cable/pipe. So far I can get them to render in the right directions based off connections (thanks btw to Draco for help with that) and I'm trying to get my TE to move the power. When I test it in normal mc not the test environment it connects to machines and other pipes, but the power isn't moving. I was under the impression I didn't have to pull power as machines and pipes all generally send it. Here's my current TE, which is started by my block class; this current one is a cap of 960 and the storage max is 1000. I'm using storage.extractEnergy because I thought it needs to simulate the run to see what the proper amount to move is first. I also have the NBT commented out cus I'm not sure if I need them. When I run that the debug print I get is 0, 1, 2. When I change those 3 variables above all 2 960 it still doesn't move anything. No idea what I'm doing wrong.
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Well I've been using techne to get the java code to make life easier. Inside the renderer I reference the model class from what I've made in techne. For what I've done before it's fine, especially what I was asking about. But for an RF pipe it'd need at least 6 different models; but I've never worked with vertex or cubeface stuff in java no idea where to begin.
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Gotcha thanks again. Though I'm wondering if it makes more sense to make the pipe part out of vertex with UVs instead of making 10 different models. lol
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Ahh got it! So I did have to set the meta data first then grab it from the TileEntity. Didn't think it worked that way, never worked with TEs before. Thanks. Now I have a block that's almost the exactly the same, but I need it to figure out what's around it first [it's a pipe for RF] do I do that within the blockcontainer's class itself and somehow pass that data across to the renderer or is that done someplace else? Because so far the only thing I've done it adjust furnace code to figure out what way the player is facing. How would I go about setting it's direction based on it's neighbors? Wouldn't that require me to pull different models, and how would a single TE figure out which one it is?
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Hey folks, so I've been fiddling with custom methods but I can't quite nail it. I have a custom model rendering with a tileentity and renderer, but I need it to rotate based on the direction you're facing and what it's next to. I've done this many times with blocks (furnace type thing) but with a model the only place I can find to rotate it would be the setRotation but I can't figure a way to get the players direction into it. I've tried it the way you would a furnace, but it doesn't seem to work, so it's either not meant to with a custom rendered block or I didn't set that up quite right. Everything works fine as I said, just can't figure how to rotate it correctly or what class to stick it in.
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[1.7.10] Custom Rendered Block Problem
SiriusWolf replied to ExtendedHorizons's topic in Modder Support
If the texture has a transparency to it you need to include these in your block file. public boolean isOpaqueCube() { return false; } public boolean renderAsNormalBlock() { return false; } public int getRenderType() { return -1; } -
Hey there folks, I've been working on a custom model and block for a while using the RF API. No matter what I seem to do I just can't get it to work right, I'm trying to make a block that will hold RF power and a cable, or tube etc. that will transfer the RF power. I have the API referenced in my mod correctly, but for some odd reason no matter what combo of code I use it doesn't do what it's supposed to. Can anyone give me a hand, or a template for those two objects I can work off of? Thanks. (Feel free to PM or contact me via Skype if it's easier.) Thanks!
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I'm just used to C# where == & = for booleans mean the same thing, though = is better, as I said I'm used to if(boolean) or if(!boolean). For those who come across this problem, I was so worried about the config I made a very dim & simple error, I had the initialization of the items & armors in the conditional statement, not just the game registry registration, I finally read the crash report and noticed the crafting handler was having a fit. So for those wondering how to do this just remember only to affect the registry not the classes. Thanks folks for the info either way.
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Here's the problem, as a pro C# coder I'm used to doing if(bool) instead of if(bool = true) but when I do that in eclipse it crashes. Also, when coding you need to use = not == for booleans in OOP, = is meant exclusively for bool values. It's not crashing at all the way I do it, it's just simply not working.
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Hey there folks, so I was adding a config file to my mod and for some reason a basic if statement in my main class isn't working right. (Maybe I'm not supposed to use them there idk.) So in my main class I have the config setup, and using system.out.print I'm checking to make sure that the config is loading values correctly and they are. I have an if statement setup to only register the items if the bools are true so people can choose to not load certain items. if(boolName = true) { GameRegistry.RegisterItem(itemVar,"name"); } But...for some reason even though my console is printing that the variables are false, it's still registering those items.