Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

AnZaNaMa

Forge Modder
  • Content Count

    161
  • Joined

  • Last visited

Everything posted by AnZaNaMa

  1. What version of minecraft are you on? also, if you haven't already, you'll want to add an @SubscribeEvent on whatever function stops the music.
  2. No, he's saying that you should call your ironCircuit.init() in your load() function (which would usually be called init()). By way of naming conventions, in Java, you're supposed to name classes with Capital letters, so ironCircuit.class should be IronCircuit.class that way it's easier to differentiate between say a variable called ironCircuit and a class called IronCircuit. It makes it a lot easier for other people to read your code if you follow the convention and makes it less confusing for you.
  3. I'm mad at myself for not noticing that Thank you very much
  4. So does anyone actually know how this works? I've looked over this many times and cross-checked it with other mods and my setup should work so why doesn't it? If someone could actually help me that'd be nice.
  5. https://github.com/AnZaNaMa/EnergyTools/blob/master/src/main/resources/assets/energytools/blockstates/goldbrick.json This is the most aggravating thing i've encountered in a while and I still haven't figured it out.
  6. That makes sense, but then why doesn't it properly load the textures? It gives exception for loading the normal variant. I thought if I just left #normal blank, it would use the defaults is this not correct?
  7. I've looked over this for a long time and I still haven't figured it out. Am I just doing this wrong?
  8. Yeah, sorry... That was just the one I was looking at because the head of the stack didn't give any information about the root of the problem and just told me it couldn't load the model definition. I must be missing something, because I can't figure out what I've done wrong that made that happen. I registered the textures using ModelLoader.setCustomModelResourceLocation(), then defined the models based on cube_all and respective textures in the blockstate files.
  9. Here's the log: http://pastebin.com/LbqtDwEM Here's the file that registers my block models: https://github.com/AnZaNaMa/EnergyTools/blob/master/src/main/java/com/AnZaNaMa/EnergyTools/Block/RenderBlockRegister.java Here's my blockstate: https://github.com/AnZaNaMa/EnergyTools/blob/master/src/main/resources/assets/energytools/blockstates/energizer.json Based on what I read from https://gist.github.com/williewillus/57d7093efa80163e96e0 I assume that if I just use block/cube_all in my blockstates, I don't actually need any block-specific models.
  10. I have been working on converting my stuff from regular 1.8 vanilla rendering to 1.8.9 Forge Blockstate rendering, but for some reason, I keep getting errors. I think I have a syntax error in my blockstate files somewhere, because I'm getting "JSONSyntaxError: Missing model, expected to find a string" but it won't tell me where the error is at. I don't see an apparent one. Here is the blockstate file. Can someone help me figure out what's wrong with it? { "forge-marker": 1, "defaults": { "model": "block/cube_all", "textures": { "all": "energytools:blocks
  11. Oh okay cool! I never expected it to be so simple. On a side note, what changed about TESRs between 1.8 and 1.8.9, because I noticed that all my addVertexWithUV() are now errored.
  12. I have a TileEntity that, in 1.8, I had rendered using solely a TESR, and drew all the quads on, which would work fine as a JSON file, except I have different colors for upgraded versions of the block. I could use blockstates for this, but before I updated to 1.8.9, I also had it rendering a smaller floating hologram above the TileEntity that slowly spun in a circle. I'm wondering if I can use JSON models and BlockStates for the basic cube shape then combine that with a TESR for the spinning hologram.
  13. Did you actually make the block model files and place them in assets/mod_name/models/items and assets/mod_name/models/blocks? Make sure that you have a model in both blocks and items, as the blocks one will be rendered in-world and items one will be rendered in inventory and in your hand. Also, make sure your texture for your block is referenced in the right place in your model file. check the console when your game is loading up, it will tell you what file is missing.
  14. In the future, this post will be updated with a proper mod description. Hi, I'm Andrew. A couple years ago, I came up with an idea for this mod, so I decided to go for it. Since then, I have learned Java and have been working on my mod. It's called EnergyTools and it is a tech mod that adds many items, blocks, and mechanics into the game. Basically, the mod adds Energy into the game that can be used in 3 different forms: Physical Energy (P-E), Electrical Energy (E-E), and Gaseous Energy (G-E). Physical energy is stored in and used by the player to power items and other things that the pla
  15. EDIT: Nvm, I found the forge example for loading OBJs So does forge still have a loader for OBJs or should I make my own?
  16. I've been having issues with rendering things from my mod I've been working on, because of the stupid 1.8 update and I found some threads like this: I know that many of the the big mods are finally updating with the release of 1.8.9 and I was curious what changed that made it easier? What is now the generally used/accepted form of rendering? Can we use OBJs again? Is it still JSON? Thanks!
  17. yeah IDK where that link came from. Here: http://www.how-to-draw-cartoons-online.com/image-files/cartoon_clouds.gif
  18. from what I've seen, all clouds in Minecraft are always blocky. I have A TileEntity that lifts players up (elevator) and I want to render U cloud that the player tides on, but I want it to be rounded and look kind of animated. is this possible to do in 3D and how would I go about doing it? Here's an example of what I kind of want it to look like, except it can't just be flat: https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwj3rt7joeHKAhVB6yYKHe5VBBgQjRwIBw&url=http%3A%2F%2Fstackoverflow.com%2Fquestions%2F18131232%
  19. Ah, okay thanks! Totally missed that
  20. I have set clear writeToNBT and readFromNBT functions on all my machines and they work for things like syncing from server to client. However, whenever I save and quit the world then come back, the data doesn't stay. Is it just because I'm in a decompiled dev environment or did I do something wrong? One specific example could be my TileEntityEnervator. Here's the file for it: https://github.com/AnZaNaMa/EnergyTools/blob/master/src/main/java/com/AnZaNaMa/EnergyTools/Entity/TileEntity/TileEntityEnervator.java#L77
  21. FOUND IT! I was using an Energizer as my PowerProvider (because currently it's the only one) and I looked in the PowerProvider class. It had its own energyContained variable which the energizer was using, meaning I was changing the PowerConnectable energyContained and it was displaying the PowerProvider energyContained. I have since consolidated it into just the PowerConnectable class and removed the protected field from all field variables, then encapsulated them.
  22. Pipes are defined as neither PowerProviders nor PowerAcceptors. They are a child class of PowerConnectable which is the same class PowerProvider and PowerAcceptor branch off of. What's currently happening is that when I have a PowerProvider connected to a pipe, the function grabPower() is being called energy is being transferred into the pipe. However, the energy is not being removed from the PowerProvider. This is the function that is being called when the energy transfer takes place: https://github.com/AnZaNaMa/EnergyTools/blob/master/src/main/java/com/AnZaNaMa/EnergyTools/api/Te
  23. I realized I was not syncing energy values from server to client, so I thought maybe adding that would fix the problem. The energy still doesn't transfer correctly.
  24. It's spawning twice because it spawns on the server side and the client side. Do a check to make sure it only runs server-side. if(!world.isRemote){ //code goes here }
  25. oh yeah that might be a problem, but thats not what is going on. I had changed that to what it is because before I used -= and i thought maybe that was messing it up. It still does it when I fix that.
×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.