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AnZaNaMa

Forge Modder
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Everything posted by AnZaNaMa

  1. Agreed. Everyone on here is very helpful and I'm forever grateful.
  2. All of the tutorials and such I've been finding on the internet seem to be from 1.8 before there were forge blockstate files (oh the dark days) so I can't seem to figure out the format for using a PropertyEnum in the variants section of the file. The forge docs show using an integer and a boolean, but not propertyenum, so I was thinking posting here would help me figure out how to do this as well as maybe whoever maintains the forge docs might see it and add that in there to make life just a little bit easier on people in the future. Also if not this gives people something to reference if they have the same question as me. So I'm not sure if I've actually clearly stated my question or I've just been rambling on this whole time. Thus, I'll put it here again. I have a block that uses a custom PropertyEnum (it's for colors, but I prefer to use a different color scheme from the 16 vanilla options, so I made my own) and I want to make variants to change the texture based on that enum. How do I format it in the variants section of the blockstate file?
  3. Honestly, it took me quite a while after I started modding to even realize these forums exist. I'm surprised you found this place to post a question to before finding a modding tutorial video on the internet.
  4. I don't think I'm doing anything wrong, just the container GUI will not update unless I tell it to... here's my code for things that might be related. I have an ItemPersonalGenerator that holds an inventory with an NBT-based IInventory implementation (yeah, I know I need to change it to use capabilities and whatnot instead but I haven't gotten to that yet). Item: https://github.com/AnZaNaMa/EverythingInBetween/blob/master/src/main/java/com/anzanama/everythinginbetween/Common/item/ItemPersonalGenerator.java Container: https://github.com/AnZaNaMa/EverythingInBetween/blob/master/src/main/java/com/anzanama/everythinginbetween/Common/Container/ContainerPersonalGenerator.java GUI: https://github.com/AnZaNaMa/EverythingInBetween/blob/master/src/main/java/com/anzanama/everythinginbetween/Client/GUI/GUIPersonalGenerator.java Inventory: https://github.com/AnZaNaMa/EverythingInBetween/blob/master/src/main/java/com/anzanama/everythinginbetween/Common/Inventory/InventoryPersonalGenerator.java
  5. In the past I know it was a good practice to use worldObj.markBlockForUpdate() as well as markDirty(). Not sure if that would make a difference. Also, you could be having a client/server desync issue, as from what I can tell, you're not syncing any fields.
  6. I've got my gui working and everything, but it only renders it when I open it, then it doesn't update beyond that until I close it and open it again. How can I fix this? I've looked all around and can't find anything on constantly updating GUIs as long as theyre open. Do I need to have an EventHandler for the render event or something and have it check every single frame if the GUI is open?
  7. I'm too tired to understand anything i'm looking at right now. I'll look into this tomorrow. thanks!
  8. I am using whatever vanilla's furnace fuel slot is, so that's not really a problem. I have it to the point where it burns fuel perfectly, but I'm realizing that the GUI is only updating when I open it. How can I make it constantly update as long as it's open?
  9. is this really the only way to do it? it seems very....wrong also, the fact that any time I change an itemstack by using NBT directly, I have to manually change the NBT to reflect those changes is very finnicky.
  10. So, I've been following this tutorial on making an item have an inventory. I've completed it and got it all working and such, but now I want to be able to access the inventory from the item in its onUpdate method. Basically, I'm making a handheld "generator" that you put fuel in and while it's in your inventory, it ticks and burns up fuel to put power into the player holding it (via nbt). I'm not sure how I can gain access to the inventory/container from the item that holds it. Sorry if any of this doesn't make sense. I've been up all night modding Tutorial: https://github.com/coolAlias/Forge_Tutorials/blob/master/InventoryItemTutorial.java Item Class: https://github.com/AnZaNaMa/EverythingInBetween/blob/master/src/main/java/com/anzanama/everythinginbetween/Common/item/ItemPersonalGenerator.java Custom Inventory Class: https://github.com/AnZaNaMa/EverythingInBetween/blob/master/src/main/java/com/anzanama/everythinginbetween/Common/Inventory/InventoryPersonalGenerator.java Custom Container Class: https://github.com/AnZaNaMa/EverythingInBetween/blob/master/src/main/java/com/anzanama/everythinginbetween/Common/Container/ContainerPersonalGenerator.java
  11. I went to register my handler for TickEvent.PlayerTickEvent, which is under FML, rather than Forge. So, I tried to register it to FMLCommonHandler.instance().bus().register() however it looks as though the bus is deprecated. What is the proper place to register FML events to now?
  12. Okay cool. Thanks everyone! I knew the itemModelMesher one was bad to use so thanks
  13. So, i've gone and made my first item and I go in game to look at it and it's got the black and purple missing texture. There are no errors in log regarding it so I'm not sure what I've done wrong. The item is called aether_star (unlocalized and registry name), the modid is "everythinginbetween" and the texture is in "src/main/resources/assets/everythinginbetween/textures/items/aether_star.png" I've used ModelLoader#setCustomModelResourceLocation() to register the model and there is a model in "models/item/aether_star.json" Here is a link to the log: http://pastebin.com/rsk81Hzx The Item Class: https://github.com/AnZaNaMa/EverythingInBetween/blob/master/src/main/java/com/anzanama/everythinginbetween/common/item/ItemAetherStar.java The ModItems Class (with ModelLoader method): https://github.com/AnZaNaMa/EverythingInBetween/blob/master/src/main/java/com/anzanama/everythinginbetween/common/item/ItemsEIB.java The Main Class: https://github.com/AnZaNaMa/EverythingInBetween/blob/master/src/main/java/com/anzanama/everythinginbetween/EverythingInBetween.java The Client Proxy Class: https://github.com/AnZaNaMa/EverythingInBetween/blob/master/src/main/java/com/anzanama/everythinginbetween/client/EIBClientProxy.java
  14. Hi, I'm creating a custom mod for my server, because the use of KCauldron for plugin functionality seems to break a lot of things. Anyways, I'm currently working on a module for creating and managing sky islands for my skyfactory server. I have a command for people to create islands, but once the island is created, I want to somehow save the name of the island and it's coordinates so I can access it later. I considered storing it in player NBT data, but then the islands would have to be assigned to players and they would need to be online. I suppose I could also save it to the world's NBT data, but then if a player is in a different world and tries to access it, there may be problems. How can I save the data so that I can access it later?
  15. Also, I would highly suggest in the future making the title of your post a summary of the problem you're having, so that when people are looking at the list of questions, they can determine whether or not they will be able to help you without having to load the page. So, instead of making it "How would I do this?" this post could be titled something like "Making tool add potion effect when held"
  16. And if you're wanting to know how to get the player you're looking for, you can use MinecraftServer.getServer().getConfigurationManager().getPlayerByUsername(Username) or getPlayerByUUID(UUID)
  17. Please post the crash report/stacktrace
  18. I understand that putting the chat formatting before the text of the name means that part will be black, but what causes you to need the quotes before that? just curious
  19. Hmm... this sounds very similar to the way IE revolvers work...
  20. Okay cool, thanks!
  21. That's going to be very complicated to create compared to a universal mod. You could just create a file kind of like the minecraft server EULA that requires the server admin to put in a certain code for the mod to work.
  22. Ah, cool. If any forge devs are out there listening, this may be a good idea JK, I'm sure you have thought about doing something like this before and there's probably a reason an API for recipes doesn't exist. I guess I'll just have to make my own and then make it accessible to other developers. One more thing... (I swear it's the last one, I know I should probably create separate threads for all my questions) how would one go about creating an API for a forge mod? like how COFH has the RF API (kind of). My mod is a tech mod of sorts and adds it's own unique energy system (the concept behind it is fundamentally different from RF and EU, so I can't just use those) so how would I make it so other developers can create addons and such for my mod?
  23. Thanks, that should make it easier to deal with. I just updated the question before I saw your comment.
  24. As we all know, the name of the OreDictionary can be very deceiving, because although it was probably originally created to be used for ores, it's used for just about everything. What I want to know is: is there a way to look at an ItemStack and figure out if it's an ore of any type? I want to use this for my crushing machine, but I'm not sure how to do it. EDIT: Looking back now, I think I'm going to have to specify exactly what kind of ores I want it to be able to break down, so that I can return the proper dusts. Also, is there any sort of API for making custom recipes in forge? Like the arcane workbench from thaumcraft and the mana pool recipes from botania, is there some sort of recipe handler registration with forge or are all of those homemade by every mod? Oh, and I'm in MC 1.8.9 (sorry should have mentioned that before)
  25. I don't know anything about shaders, so I can't help you with that, but I imagine you would want to subscribe to the render event, then in there, check if the player is wearing the armor, then execute whatever code you use to apply a shader. Or, you could make a new potion effect that gives the shader, then subscribe player to player update event, check if the player is wearing the armor, then give them that potion effect.
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