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About TrekkieCub314

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    Stone Miner


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    I am new!
  1. Hi, I've been trying to get back into modding, but I'm having some problems with some basic stuff. I'm trying to add an item and the item model is not rendering correctly. I've tried using some tutorials, but either they are wrong or (more likely) things have changed between versions and I failed to account for this. Here's my main class: package com.trekkiecub.oddsandends; import com.trekkiecub.oddsandends.init.ItemInit; import com.trekkiecub.oddsandends.proxy.CommonProxy; import com.trekkiecub.oddsandends.util.FUNC; import net.minecraft.init.Blocks; import net.minecraftfo
  2. I actually have little experience with debugger tools. Most coding I've done in college has been through a text editor and a console, and when I do use an IDE, I use it for error detection and code consistency. What I usually do is I use text output to determine and isolate a problem. I've been looking at the code for the vanilla BlockPane, and it looks like my code should work. The only difference between BlockPane and Block_Chain was that getActualState was overriden in Block_Chain. Removing the override did not change the outcome. I'm doing some debugging now and it looks like
  3. I'm not sure how to step into the withProperty function of IBlockState in Eclipse (the option is grayed out, not sure what I'm supposed to do to fix this). isBottom() is returning the correct values. When I change the default value for the MID property, the block has the correct model and drops the correct item for the blockstate. It seems the problem is one where the block's state isn't changing when I add a new block below it. I thought the getActualState() function was supposed to let me do that, but it looks like I might need to do more to the block class. Does anyone know wha
  4. That didn't seem to help this issue, but I'm glad you spotted that.
  5. getActualState is running, but it appears the MID property is not being set or accessed correctly and I'm not sure what I'm doing wrong. It doesn't matter whether I use the isBottom function as-is or negate it.
  6. Sorry about that. What should be happening is a chain block should change how it renders based on whether the block above it is a chain block as well. So far, that's not working, and every chain block placed keeps its default block state and doesn't change when a new chain block is added.
  7. I have an item that is supposed to place a specific block when used. These blocks should be changing their texture based on whether the block above them is the same kind as itself. It seems I'm not doing this right, and I'm wondering if someone would be willing to help me out with this. I'm somewhat new to block states and how to use them correctly. [spoiler=Item] package com.trekkiecub.oddsandends.items; import java.util.List; import com.trekkiecub.oddsandends.blocks.Block_Chain; import com.trekkiecub.oddsandends.init.BlockInit; import net.minecraft.block.Block; import net.min
  8. Anyone? If I'm doing something stupid/noobish, please let me know so I can fix this.
  9. I found a tutorial that's gotten me nearly all of the way there. I just have one last problem and I'm not sure why it's happening. The problem I was having was that the block in the world was not getting updated when I modified the itemStacks in the inventory. I corrected that, or so I thought, because the tile entity correctly shows the new item when I add it. Problem is, when I remove the item, the tile entity still renders the previous item until I add a new item. It looks like the problem might be in the dropItems() function, but the code looks right to me. It's probably somethin
  10. Should I put the tile entity question into a separate thread since it's sort of a separate issue?
  11. The document you referenced was somewhat helpful, but I'm still doing something wrong. Do you know of any examples or tutorials I can look at that are updated to 1.9? Better yet, can you see/explain to me what I'm doing wrong? This is my current TileEntity file. [spoiler=TileEntity] package com.trekkiecub.oddsandends.tileentity; import java.util.ArrayList; import java.util.List; import net.minecraft.entity.item.EntityItem; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.IInventory; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBT
  12. I've got this working almost perfectly. By that, I mean the process of rendering an item is now complete. The problem I'm having now smells like a client/server sync issue, but I'm not entirely sure. My render code runs a getItem() method in my tile entity, which should return the first item in the inventory. Even after right-clicking to add an item, it either still thinks the first item slot is empty or I'm not correctly updating the renderer when the item slot changes. I'm fairly sure the item slot is not empty as I can right-click to remove the item and the tile entities stop spawn
  13. What I tried to do didn't work for the green textures, but then again, I have very little experience with OpenGL and I'm not sure what specific bit of code you were asking me to write. I noticed that the textures only flash green if I'm looking in front of me. If I'm looking down (less than a 45 degree angle from directly down), the texture usually shows up fine, even if I move around. Don't know if this will help or not.
  14. I used the line GlStateManager.color(1,1,1) and it didn't work. I'm guessing I misinterpreted what you were telling me to do. Also, was that suggestion to fix the items not showing up or the green textures?
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