Everything posted by Erfurt
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[1.7.10] [Solved] Crafting with specific leaves
Hey guys, So I'm, fairly new to modding in Minecraft, and I have started working on a cosmetic mod that adds in hedges. At the moment I'm getting lost in the crafting, I want to use oak leaves for my oak hedge, and birch leaves for my birch hedge, and so on. But I can't figure out how to use specific leaves for specific hedges, I can only use Blocks.Leaves and Blocks.Leaves2. I know that there is a way to do this, but I have no idea have to do it. Any help would be lovely, and very much appreciated.
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[1.7.10] Changing animal AI
Thanks I will look at it
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[1.7.10] Changing animal AI
Havn't got anything yet, because I have no idea how to do this
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[1.7.10] Changing animal AI
Hey guys So I'm trying to make it so animals (cows/sheeps/pigs/chickens) run away from you if you get to near to them, if you are not having their breeding food in hand. I would also like, if I could make them not run after you have given them some food. Maybe even after you have given them food 3-5 times or so. Another thing I would like to do is, to alter the chance of a child animal from breeding, from 100% to 50%. And for the time being I'm pretty much stuck, if anyone could help me I would be very happy I know that it's a lot of things I'm asking help for, and that most people properly can't help me with all of them at the same time, but even if you could help me with one of the things, that would be great
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[1.7.10] How to change so dirt and sand doesn't drop without using a tool
Okay, how would I go around giving for example dirt a 25% chance to drop, and a chance to drop more than one dirt? EDIT: I should specify, by more than one I mean for example 1 or 2 dirt
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[1.7.10] How to change so dirt and sand doesn't drop without using a tool
Hey guys, so I'm trying to make it so you can't get dirt, sand and other blocks if you aren't using the proper tools. At the moment I have no idea how to do this, any help would be great.
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[1.7.10] [Solved] How do I use config file correctly
I feel a bit studip now Thanks for helping me
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[1.7.10] [Solved] How do I use config file correctly
Okay, so if I were to use a boolean for a item, how would I do that? Isn't this code only for making the config file, with the default values. Could you maybe give me an example for an item if true is in the mod, if false isn't in the mod?
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[1.7.10] [Solved] How do I use config file correctly
Hey guys, so I'm at a point where I want to learn how to use a config file to allow/disallow certain things in my mod. However, I haven't been able to find anything about the proper way to use a config file, only how to create it and add things to it. If someone here could point me in the right direction that would be great.
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[1.7.10] [Solved] Remove/disable vanilla items
I see, I will try it later, I don't really have the time right now
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[1.7.10] [Solved] Remove/disable vanilla items
I can't get it work sadly, I might be doing something wrong when adding the items, it should remove. I'm adding this line. // check for items and remove them itemStack = new ItemStack(Items.wooden_axe);
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[1.7.10] [Solved] Remove/disable vanilla items
Cool I will try it first thing in the morning, thanks for your help ☺
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[1.7.10] [Solved] Remove/disable vanilla items
That's why I want to use the config file, so that people can allow the items, and make the mods works again. Either way this mod, is most likely only going to be for my own private use on my own server/client.
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[1.7.10] [Solved] Remove/disable vanilla items
Hey guys, So I'm trying to remove/disable wooden and stone tools for my mod. I would like to have a config file aswell where I can set the value to true or false. So I have two questions, that I haven't been able to figure out myself, or find anything about on google. Firstly, I can't figure out how to disable/remove any items. And Secondly, I have no idea how the code should be when it gets the value from the config file. I know how to make the config file and how to add lines and stuff to it, but I don't know how to let the config file, choose wheither to remove/disable the items. Any help would be great, even a link to a thread or tutorial is fine
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[1.7.10] Multitool/paxel mod problem
No problem I have tried to have the code in both init and preInit. It didn't work, I have to say that this is strange. Because it otherwise works as intended. Just not the wall and stone stairs(all stair blocks harvest by pickaxe, the pickaxe function is working fine otherwise). Maybe there's something I have missed
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[1.7.10] Multitool/paxel mod problem
So you want it to be public instead, or remove it completely? BTW it is used in the class, in the 'super(3.0F, tool, blocksEffectiveAgainst)'
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[1.7.10] Multitool/paxel mod problem
Yes, that is correct, I'm also very confussed as to why it's acting like this
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[1.7.10] Multitool/paxel mod problem
Hey guys So I have run into some problems with my multitool/paxel mod. My problem is that I can't mine stone stairs and walls. And I can't really understand why that is. I had some problems with wood stairs and fences aswell, and the worst part is that I don't really know how I fixed it. I have made a class for paxels, and the code is like this public class ItemPaxel extends ItemTool { private static final Set<Block> blocksEffectiveAgainst = Sets.newHashSet(Block.blockRegistry); private ToolMaterial mat; public ItemPaxel(String name, ToolMaterial tool) { super(3.0F, tool, blocksEffectiveAgainst); mat = tool; this.setHarvestLevel("pickaxe", tool.getHarvestLevel()); this.setHarvestLevel("axe", tool.getHarvestLevel()); this.setHarvestLevel("shovel", tool.getHarvestLevel()); this.setCreativeTab(CreativeTabs.tabTools); } } I'm thinking that the problem is in the blockEffectiveAgainst, but I don't know how to fix the problem. Any help would be lovely
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[1.8] Crafting with a mixture of leaves and leaves2?
Thanks for the quick reply guys, I will try that
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[1.8] Crafting with a mixture of leaves and leaves2?
Hey guys, So I'm fairly new to modding, and I have come across some issues. In general I'm trying to use a mixture of leaves and leaves2 to craft my custom block, so my crafting would look something like this "LLL", where it doesn't matter what kind of leaves I put in that row. Is what even possible, and if it is, how would go around doing it? I know that this properly a very easy thing to do, but my head can't come up with a solution, so any help would be very much appreciated
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[1.8] Custom Wall
Thanks, I will dive right into it Hope it can help me find the error
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[1.8] Custom Wall
So can no one help me with this? Really need some help
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[1.8] Custom Wall
Hey guys, So I'm fairly new to modding, and I have come across a minor problem, that I have been at for about weeks time or so. I'm making custom walls, but they are not rendering their textures. They are showing the correct texture when they are in the inventory, which is a bit odd to me. Here's my custom wall class. package erfurt.blockplus.blocks; public class BlockWallTest extends BlockWall { public BlockWallTest(Block modelBlock) { super(modelBlock); this.setCreativeTab(CreativeTabs.tabBlock); this.setHarvestLevel("pickaxe", 0); } public int getRenderType() { return 32; } public boolean renderAsNormalBlock() { return false; } public boolean isOpaqueCube() { return false; } public boolean canPlaceTorchOnTop(World world, int x, int y, int z) { return true; } @SideOnly(Side.CLIENT) public boolean shouldSideBeRendered(IBlockAccess worldIn, BlockPos pos, EnumFacing side) { return side == EnumFacing.DOWN ? super.shouldSideBeRendered(worldIn, pos, side) : true; } @SideOnly(Side.CLIENT) public void getSubBlocks(Item itemIn, CreativeTabs tab, List list) { BlockWall.EnumType[] aenumtype = BlockWall.EnumType.values(); int i = 1; for (int j = 0; j < i; ++j) { BlockWall.EnumType enumtype = aenumtype[j]; list.add(new ItemStack(itemIn, 1, enumtype.getMetadata())); } } } I have tried to use the getRenderType, but with no luck. However when I use it, it seems like it's somewhat working, I get the invisible wall block thingy, but no texture. When I don't use it, I'm stuck with the purple/black texture error block. Here's my block class. public class BlockPlusBlocks { public static BlockWall stone_brick_wall; public static void init() { stone_brick_wall = (BlockWall) new BlockWallTest(Blocks.cobblestone_wall).setUnlocalizedName("stone_brick_wall").setResistance(30); } public static void register() { GameRegistry.registerBlock(stone_brick_wall, stone_brick_wall.getUnlocalizedName().substring(5)); } public static void registerRenders() { registerRender(stone_brick_wall); } public static void registerRender(Block block) { Item item = Item.getItemFromBlock(block); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Reference.MOD_ID + ":" + item.getUnlocalizedName().substring(5), "inventory")); } } Here's my blockstate for my new wall, which shold be just like the cobblestone_wall.json file, just with the modifications need to make it another texture. { "variants": { "east=false,north=false,south=false,up=false,west=false": { "model": "bp:stone_brick_wall_post" }, "east=false,north=true,south=false,up=false,west=false": { "model": "bp:stone_brick_wall_n" }, "east=true,north=false,south=false,up=false,west=false": { "model": "bp:stone_brick_wall_n", "y": 90, "uvlock": true }, "east=false,north=false,south=true,up=false,west=false": { "model": "bp:stone_brick_wall_n", "y": 180, "uvlock": true }, "east=false,north=false,south=false,up=false,west=true": { "model": "bp:stone_brick_wall_n", "y": 270, "uvlock": true }, "east=true,north=true,south=false,up=false,west=false": { "model": "bp:stone_brick_wall_ne" }, "east=true,north=false,south=true,up=false,west=false": { "model": "bp:stone_brick_wall_ne", "y": 90, "uvlock": true }, "east=false,north=false,south=true,up=false,west=true": { "model": "bp:stone_brick_wall_ne", "y": 180, "uvlock": true }, "east=false,north=true,south=false,up=false,west=true": { "model": "bp:stone_brick_wall_ne", "y": 270, "uvlock": true }, "east=false,north=true,south=true,up=false,west=false": { "model": "bp:stone_brick_wall_ns" }, "east=true,north=false,south=false,up=false,west=true": { "model": "bp:stone_brick_wall_ns", "y": 90, "uvlock": true }, "east=true,north=true,south=true,up=false,west=false": { "model": "bp:stone_brick_wall_nse" }, "east=true,north=false,south=true,up=false,west=true": { "model": "bp:stone_brick_wall_nse", "y": 90, "uvlock": true }, "east=false,north=true,south=true,up=false,west=true": { "model": "bp:stone_brick_wall_nse", "y": 180, "uvlock": true }, "east=true,north=true,south=false,up=false,west=true": { "model": "bp:stone_brick_wall_nse", "y": 270, "uvlock": true }, "east=true,north=true,south=true,up=false,west=true": { "model": "bp:stone_brick_wall_nsew" }, "east=false,north=false,south=false,up=true,west=false": { "model": "bp:stone_brick_wall_post" }, "east=false,north=true,south=false,up=true,west=false": { "model": "bp:stone_brick_wall_n" }, "east=true,north=false,south=false,up=true,west=false": { "model": "bp:stone_brick_wall_n", "y": 90, "uvlock": true }, "east=false,north=false,south=true,up=true,west=false": { "model": "bp:stone_brick_wall_n", "y": 180, "uvlock": true }, "east=false,north=false,south=false,up=true,west=true": { "model": "bp:stone_brick_wall_n", "y": 270, "uvlock": true }, "east=true,north=true,south=false,up=true,west=false": { "model": "bp:stone_brick_wall_ne" }, "east=true,north=false,south=true,up=true,west=false": { "model": "bp:stone_brick_wall_ne", "y": 90, "uvlock": true }, "east=false,north=false,south=true,up=true,west=true": { "model": "bp:stone_brick_wall_ne", "y": 180, "uvlock": true }, "east=false,north=true,south=false,up=true,west=true": { "model": "bp:stone_brick_wall_ne", "y": 270, "uvlock": true }, "east=false,north=true,south=true,up=true,west=false": { "model": "bp:stone_brick_wall_ns_above" }, "east=true,north=false,south=false,up=true,west=true": { "model": "bp:stone_brick_wall_ns_above", "y": 90, "uvlock": true }, "east=true,north=true,south=true,up=true,west=false": { "model": "bp:stone_brick_wall_nse" }, "east=true,north=false,south=true,up=true,west=true": { "model": "bp:stone_brick_wall_nse", "y": 90, "uvlock": true }, "east=false,north=true,south=true,up=true,west=true": { "model": "bp:stone_brick_wall_nse", "y": 180, "uvlock": true }, "east=true,north=true,south=false,up=true,west=true": { "model": "bp:stone_brick_wall_nse", "y": 270, "uvlock": true }, "east=true,north=true,south=true,up=true,west=true": { "model": "bp:stone_brick_wall_nsew" } } } bp is my modid, might be in the wrong spot, but have tried to move it around with the same result as before. I have also tried to use the cobblestone_wall.json just renamed it to the correct name, just to see if that helped, but it didn't Here's an example of the block files for the blockstate { "parent": "block/wall_n", "textures": { "wall": "blocks/stonebrick" } } I have come to the conclusion that it must be something in my code that's wrong, and I just can't see it. So maybe a pair of fresh eyes could help me out
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