Jump to content

Erfurt

Members
  • Posts

    249
  • Joined

  • Last visited

Everything posted by Erfurt

  1. Whole class What's not working is, that when I have a slab below my custom block, is doesn't set it's property to true, as the stair does. And I really don't know why.
  2. Cool thanks. However this still doesn't make the BlockSlab work. Any idea why, or how I can make it see slabs below? New updated code
  3. Hey guys, I have some trouble checking the block below my custom block, I'm checking to see if the block is a stair/slab block or something else. If the block below is a stair/slab, I need it to add a true boolean property to my custom block, and false for everything else. I have tried the code below, and that worked for checking if the block below was a stair, but not if it was a slab. Any help would be very much appreciated. Also as a little side question, is it in anyway possible to check and see if the stair/slab is the bottom variant, if so, how would I go about doing that?
  4. I see what I did wrong, the model I wanted to add, I should have added like this "true" : { "submodel": "wm:fireplace_lit", "uvlock" : false } and not like I had before. Thanks for the help
  5. Thanks, but that didn't seem to do anything. Perhaps I'm doing something wrong. And as I mentioned in another post, everything was working at a previously state, so I'm pretty sure that there's nothing wrong with my models. This is how the blockstate file looks like now.
  6. I have come to the same conclusion. Do you know if it's possible to combine two models, for the different variants in the same blockstate json file? This is my current blockstate json And this doesn't show the "model": "wm:fireplace". In an earlier version of this blockstate, before I chose to add a "lit" property to the block, it was showing both models perfectly fine. Not sure what have happened.
  7. Hey guys, So I have made a custom directional block, and everything is actually working as intended. How ever I have some texturing issues... The thing is that I want to have some of the textures/model bits set to uvlock true, while others I want to have uvlock false. I have noticed that when I specify the uvlock in the blockstate, it sets everything to either true or false. I have tried to put "uvlock": false in every line that I want to be set to false and "uvlock": true at the ones I want to be true, inside the block model json. But that doesn't seem to work. I'm beginning to wondering if what I want to do is even possible. Maybe it's only possible to specify the uvlock in the blockstate json? If so, is there a way to specify something different for two separate sections/models? This is the code I have tried for the block model json.
  8. Is it possible to add a way to specify what PathNodeType a block should have? This could be very useful, if you was going to make something like custom hedges, that have the PathNodeType.FENCE property attached to it, without having to extend BlockFence, BlockWall or BlockFenceGate. Because that isn't always the most viable option. But at the moment that is the only way, that we can give custom blocks the PathNodeType.FENCE property.
  9. What a mess I'll make that suggestion, in the mean time I have been able to extend BlockFence to make my custom Hedges, but as you said that isn't always viable.
  10. Hey guys, I'm working on some hedges, and I have noticed that mobs try to jump over them, even when the hedges is 1½ block high, just as fences and walls are. I have looked at the blockWall class, but that didn't really help me much, as I can't see a hole lot of difference between my hedge code and the code in blockWall. Maybe it's a method I'm missing(have tried the isPassable method didn't help with my problem ), or maybe I have to add my hedge class/blocks to a barrier variable somewhere. Any help would be appreciated, as I'm pretty much stuck with this. Here's my code
  11. Nvm, I figured it out myself. To anyway wondering you have to add this.setMaxDamage(mat.getMaxUses()*2); to the multitool class, mat for the toolMaterial and then '*' the amount you want it to be bigger.
  12. Hey guys, I'm working on some multitools that combine axe, pickaxe and shovel into one tool. I'm using the vanilla toolMaterials, and I think that the durability is to low. So I has wondering if there is a method or something to lets say double the durability, I would like to not add new custom toolMaterials, but if that's the only way, I'll have do that.
  13. Hey guys, so I'm trying to get my mod onto a server for my friends and I. But it doesn't work. I have tried running it in eclipse's server thingy, and I got this error/crash message, I'm hoping someone could look at it, and maybe give me some directions on what to look at/change in my code to make my mod work on a server. I should mention that the mod is working fine on client side. The reason why I want someone to look at it, is because I can't seem to figure out what is wrong. (Kinda obvious ) Error/crash message
  14. For the rendering I believe that I have to use this method public static void registerRender(Block block) { Item item = Item.getItemFromBlock(block); ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(block.getRegistryName(), "normal")); } For both singleSlab and doubleSlab, if I'm wrong please do correct me
  15. Cool mate, I haven't seen any light issues with my slabs tho
  16. Cool, when/if I get mine to work, I'll let you know aswell
  17. I hate using subblocks aswell, can never get it to work But with slabs, you kinda have to, at least to some degree, as far as I know, but I could be wrong. However I think I understand what you want me to do, it's just that I can't seem to get it to work without making them fully subblocks, with an EnumType method and all that. Properly going to take me forever to get this to work, unless there is an easier way, that I just can't see... I believe that this is what you mean, example taking from BlockStoneSlab What I can't seem to get around is BlockStoneSlab.EnumType, which would imply that I need to make a custom EnumType in my Slab class. EDIT: I have tried to replace BlockStoneSlab.EnumType with 0, as that seemed to be the way to do it, didn't work. Thought I had it then, but I did not
  18. Just to clarify, are you talking about using the getItem method in my ItemSlab class aswell, or something else?
  19. Strange, it doesn't seem like there is a getItem method to Override in my ItemSlab class. Could there be another way to do it?
  20. I guess it's in my Slab class, that I should do that, right?
  21. Hey guys, So I have some small problems with my custom slabs, the first problem is that my double slab doesn't drop it's single slab counterpart, don't know how to fix that. The second problem is that the blockstate .json files seems to need some funky variants, and I'm not sure why that is. It's not something I think is really important to fix, as they work fine texture-wise, but it would be lovely if someone could see why, and maybe help me change it so that it would be more like the vanilla .json files. Here's my Slab class Here's my Single/Double slab class Here's the ItemSlab class Here's how I register my slab Here's the blockstate .json files.
  22. Could still use some help getting my double slab texture working
  23. Wouldn't help me, as it two separate blocks. I needed to make two blocks, one for a single slab, and another for the double slab. And as far as I know a sinlge forge blockstate file can't be used here. I could be wrong of course, not that skilled in forge blockstate.
  24. Hmmm... I did not except the variants to be called, "half=bottom,variant=false" and "half=top,variant=false". Seems very odd to me. Must be something I have done wrong somewhere. Anyway that fixed the problem for the single slabs, top and bottom, but did not fix anything for the double slab. There isn't any log with errors here.
  25. Yeah, at the time I had some files named wrong, however that is corrected. Yet it still doesn't work. Here's the newest log. I hope this is alright. But here's a picture of the problem, in the picture is only a single slab placed. I can walk over it as a normal slab and everything seems to be fine, except the texture. This is just to illustrate my problem, if someone was a bit unaware http://imgur.com/a/LISWv
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.