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rtester

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Everything posted by rtester

  1. Well for some reason the whole log does not get saved. I only had like a few seconds to grab the section before it got thrown out into the void somewhere. I see it says unknown BloackState facing but I copied the blockstate file from the oak_stairs and just changed where to look for the other files to my files. if the facing property works for the oak stairs why is it an unknown property for my stairs?
  2. Hi, I been trying to get stairs to show up properly. I get the inventory block to work correctly but when I place the stair block on the ground it is the default black and pink cube. I believe I have all the files I need and written correctly. at least it should still show up as a textured cube but it does not. solved now The above files are what I have in my project I stripped down the code in the main mod file just to the stair block so it was easier to read and take up less space. 1)DID I forget something?
  3. I followed all the directions to get the MDK installed and when I load the project into the Eclipse it says it cannot resolve this line of code. import net.minecraft.init.Blocks; and in result this line of code has errors also. LOGGER.info("DIRT BLOCK >> {}", Blocks.DIRT.getRegistryName()); I manually tried to type in the import line myself and it seems the net.minecraft.init does not even exist anymore. can anyone help me with this please thank you in advance.
  4. Do you let them co-exists in the game or do you completely replace them or do you replace only the recipe so your walls will be returned instead? If any other mod requires for some reason a vanilla cobblestone wall in a recipe, you will have a problem if it isn't obtaineble. Ofcourse the oredictionary can solve this, but only other mods use it. There is also no common name for walls in the oredictionary. So other mods can name it wall, Wall, blockwall, blockWall, BlockWall, Blockwall etc etc. Too many option i think. I 'solved' this more or less in my 1.7.10 mod to include a vanillawand. Placing it in the crafting grid together with the 'new' wall will return the 'old wall. I don't know any other (better) way. Yeah I only have the default code in there I need to add my custom blocks and classes in there I just have not gotten around to it yet I did try to add them in when I was extending BlockWall instead of block
  5. My walls do not connect to themselves either white wool wont connect to any other color or any other custom walls I created but i guess i could remake the cobble and mossy-cobble and overwrite the default ones since I am using the default texture pack as my images so it does not matter what texture pack is used they will or should look the same
  6. I have almost the exact code for my walls I changed it to be generic but I never thought of extending the custom class. I am able to place torches ok but I believe my problem is in the canConnectTo method I need to look at your code and the several 1.10 wall code I found on GIT but it seems almost everyone does it completely differently
  7. Yeah I guess everything is working ok now except for the walls does not want to connect to other wall types but I guess that is for a new topic.
  8. Would you have a link to something describing the new forge json files you mentioned because the blockstate files that are in the current minecraft only have 5 multistate references to 2 other files wall_post and wall_side EDIT sorry I did not see the hidden tag in your post
  9. I guess I do not understand the code then because it is the EXACT code that is in BloackWall with the exception the enums for my block. and I get this error saying it cant set the enums it not allowed. EDIT it seems i missed this part of the code when I copied it from the other class EnumType[] var0 = values(); int var1 = var0.length; for (int var2 = 0; var2 < var1; var2++) { EnumType var3 = var0[var2]; META_LOOKUP[var3.getMetadata()] = var3; } } but now instead of only having 2 of each blocks I have 16 OK I changed the EnumType from the 16 different colors to just this public static enum EnumType implements IStringSerializable { NORMAL(0, "mbm_woolen_walls", "normal"); and it is only giving me 1 copy of the walls now is this the way it suppose to be done or is this a hack or workaround? if it is the way it is suppose to be done then I can mark this post Resolved? Let me know and TYVM everyone whom helped me get this far.
  10. This my new class and this is the error I get now. When I did this in 1.7.10 Yeah I know 1.10 is different butI never had to add all these extra method while extending BlockWall I had like 10 lines of code in my WoolenWall class and My WoolenFence and dthey never made duplicates. Also I think the reason the other stuff never showed up in my console window is that I have the .json files for the blocks I am creating it takes like 10+ .json file for each wall block 1 block state, 6+ block models and an item Block model the .json files names are BlockState: blockWoolColoredWhiteWall.json Block Models: blockWoolColoredWhiteWall_Inventory.json, blockWoolColoredWhiteWall_ne.json, blockWoolColoredWhiteWall_ns_above.json, blockWoolColoredWhiteWall_ns.json, blockWoolColoredWhiteWall_nse.json, blockWoolColoredWhiteWall_nsew.json, blockWoolColoredWhiteWall_wall_post.json, and blockWoolColoredWhiteWall_side.json Item Block:blockWoolColoredWhiteWall.json when I run the loop I do get the errors you had but when you have 14 blocks without .json files the rest of what you wanted got left out of the buffer so i had to just create the white and yellow blocks that I do have the .json files for. EDITED for spelling and added my .json file names
  11. Because if I remembered right when i did this in 1.7.10 when I placed the walls in different directions it changed the textures of the block like the stairs did. I am a beginner to modding and I thought this was pretty simple code. the only complicated part was the for loop that registered all 16 colors in 3 lines instead of typing out 16 separate lines, but if you can show me how to register them with one instance of the class with the metadata it would be greatly appreciated. Console output Thanks for answering everyone EDIT I forgot to say none of my other blocks are duplicating and the stairs and the wall blocks are almost identical code.
  12. Also the X's can be anything you like as in my crafting recipes GameRegistry.addRecipe(new ItemStack(ModInfo.blockBlueScreen, 8, 0), new Object[] { "BBB", "BIB", "BBB", Character.valueOf('B'), new ItemStack(Blocks.CLAY, 1, 0), Character.valueOf('I'), new ItemStack(ModInfo.itemBlueScreenPaint.setContainerItem(Items.BUCKET), 1, 0) }); also if you set your recipe up for a 2x2 grid it can be crafted in the players inventory.
  13. I you take a look at Biomes o plenty code on GIT they have working stack-able slabs and give the right item back. yu can take a look at how they got the methods done.
  14. Here is a good place to start it is Cj Burkey's Forge 1.9/1.10 Modding Playlist
  15. Hello I made some custom wall blocks and for some reason they show up twice in the creative inventory. They all have the same name unlocalized name and block ID number but only one is textured. I do not understand why I am getting 2 block for each block registered as I do not get them with my custom stair blocks or blocks, but you can still select both wall blocks and place them in the world. My System.out.println statement shows only one block being created is this a bug in forge itself dealing with wall blocks? Here is my wall block class WoolenWalls.java and here is how i am registering my blocks. MBM_Blocks.java and here is an image I made to show what it is doing in the creative tabs. I do not know why the image is not showing up so here is a direct link to the image also. https://postimg.org/image/6igkmjpcd/ anyhelp would be greatly appreciated! Thanks in advance.
  16. How does one make the "metadata stair block json files" I will be making all colored clay, glass, and wool stairs. in 1.7.10 the stairs seemed to have to be made separately or when you placed them in different directions they would change color. I have not been able to get a stair block to show up in my inventory ever since 1.8 LOL I would really like to update my missing Block Mod to 1.10
  17. I thought it was initialized I have it in the declares in the main method and being set in my slab setup in ModBlocksSlabs.java the obsidian texture is showing up on the block. private boolean isDoubleSlab; private int numSubBlocks; private Block singleSlab; private Block textureBlock; private int textureStartCounter; public final static String name = "obsidianSlab"; public final static String name1 = "obsidianDblSlab"; public static final String[] slabName = new String[]{ name, name1 }; public ObsidianSlab(boolean _isDoubleSlab, Material _blockMaterial, int _numSubBlocks, Block _singleSlab, Block _textureBlock, int _textureStartCounter) { super(_isDoubleSlab, _blockMaterial); this.setHardness(50.0F); this.setResistance(2000.0F); this.setHarvestLevel("pickaxe", 3); this.setStepSound(soundTypePiston); this.useNeighborBrightness = true; this.setLightOpacity(255); if(_isDoubleSlab){ this.setCreativeTab(CreativeTabs.tabBlock); //this.setBlockName(Constants.MODID + "_" + ObsidianSlab.name1); //this.setCreativeTab(null); } else{ //this.setBlockName(Constants.MODID + "_" + ObsidianSlab.name); this.setCreativeTab(CreativeTabs.tabBlock); this.isDoubleSlab = _isDoubleSlab; this.numSubBlocks = _numSubBlocks; this.singleSlab = _singleSlab; this.textureBlock = _textureBlock; this.textureStartCounter = _textureStartCounter; } } The name is showing up as tile.obsidianBlock instead of tile.missingblock the example code I got this code from show for it to be written this way. in the customitemSlab file this.singleSlab = (BlockSlab) MyModName.mySlabSingle; //Here you have to set your single slab this.doubleSlab = (BlockSlab) MyModName.mySlabDouble; //And here your double slab but i could not resolve (BlockSlab) missingblock.mySlabSingle the only way I could get it to resolve was this.singleSlab = (BlockSlab) ModBlocksSlabs.obsidianSlab; //Here you have to set your single slab this.doubleSlab = (BlockSlab)ModBlocksSlabs.obsidianDblSlab; //And here your double slab or this.singleSlab = (obsidianSlab) ModBlocksSlabs.obsidianSlab; //Here you have to set your single slab this.doubleSlab = (obsidianSlab) ModBlocksSlabs.obsidianDblSlab; //And here your double slab but either way the name is messed up when you mouse over it and when it goes to place it on top of the lower slab the game crashes. could you tell me how to fix this as you can see I am trying to research it try different things and nothing still seems not to work and I am getting very frustrated that all i see to get is cryptic answers. you said I did not initialize the textureBlock but did you look at the code files? if i did not initialize it right why don't tell me where I went wrong in initializing it. Do not get me wrong I really appreciate the time people takes and post on this but as I stated I am a beginner modding programmer and you guys answer like I am a seasoned modding programmer. I also have a learning disablilty and I am trying my best to do this all on my own but I really need help on this.
  18. I did not need one for my stair blocks but I have yet to write recipes for them also. as this is my first mod There is a lot to learn. I think I might be getting closer to the solution to my problem with the slab if someone could help me out with this crash I am having. I know it placed a slab on top of the block just before it crashed because when I load the game back up I can see an outline of an invisible block. here is the files as I now have them. Thanks for all the help you all have given me I am getting closer to solving the dilemma..
  19. I do not have an custom itemBlock class I was trying to do the slab in a single class called ObsidianSlabs like I all of my Stair blocks. Do I need more than 1 class to get this to work in 1.7 because 1.6 I only needed 1 class. this is what the blocks are doing the way I have them.
  20. would you happen to have an example I could see? I read itemBlocks.class and all kind of stuff its just that I am new to modding and do not know what to look for.
  21. That video is for 1.6 not 1.7 it will fix all the problems except for the main one slabs not stacking.
  22. This is driving me crazy I been racking my brains over this for like 3 days or so straight and nothing I do seems to work at all. I have the slab texture, name, and middle click right. The slab will stack top slab - bottom slab. But will not place bottom slab- top slab to create a full block. I been all over the parent classes I believe I almost have every method included in my class file and from what I did with the stairs class I probably have way too much code just to extend the blocks because my stairs only have like 10 lines of code max I believe but these slabs is getting way out of hand I believe. I add more methods that seem to do nothing at all to allow the slabs to stack. here is my code for my ObsidianSlab.java and here is the code that calls the class in my ModBlocks.java All the tutorials I find on the net is only for 1.6 and they all state to get the blocks to show up as a full slab you need to put code like this in the post init method to get them to stack. @Mod.EventHandler public void postInit(FMLPostInitializationEvent event) { Item.itemsList [ModBlocks.obsidianSlab.blockID] = (new ItemSlab( ModBlocks.obsidianSlab.blockID - 256, (ObsidianSlab) ModBlocks.obsidianSlab, (ObsidianSlab) ModBlocks.obsidianDblSlab, false)); } But when I try to remove the part that says .blockID to like .Block it wont work since it is looking for an integer instead of a block. I can not find where the source for minecraft is doing the post init code for the slabs. So would anyone please help me figure this out.
  23. I am sorry I am new to modding could you give me an example please of what you mean?
  24. Hi so far I have this : MissingBlocks.java ModBlocks.java ObsidianHalfSlab Constants.java I see several 1.6 example showing how to make slabs stack and they all use the Item.itemsList but I think in 1.7 they do not use ItemsList anymore because I cannot get it to resolve and it wants to use an int but I do not think blocks have id's anymore. So I guess what my question is How do I change this to work in 1.7.10 @Mod.EventHandler public void postInit(FMLPostInitializationEvent event) { Item.itemsList [ModBlocks.obsidianHalfSlab.blockID] = (new ItemSlab( ModBlocks.obsidianHalfSlab.blockID - 256, (ObsidianHalfSlab) ModBlocks.obsidianHalfSlab, (ObsidianHalfSlab) ModBlocks.obsidianDoubleSlab, false)); } This was the original example I seen Item.itemsList[XoriteSlab.blockID] = (new ItemSlab( XoriteSlab.blockID - 256, (BlockHalfSlab) XoriteSlab, (BlockHalfSlab) XoriteSlabDouble, false));
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