Everything posted by Selim_042
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		[1.12] "In World" Recipes using JSON
		
		Okay, thank you much!
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		[1.12] "In World" Recipes using JSON
		
		Okay. Is there a way to hook into the JSON loading system for custom, non-crafting table based, recipes?
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		[1.12] "In World" Recipes using JSON
		
		How is it recommended to make "in world" crafting recipes using the JSON system? I am trying to make recipes for crafting items when an anvil lands on an item, but I am running into a problem when my IRecipe wants to check against an InventoryCrafting instance to see if the recipe is valid.
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		[1.12.2] Ticking Entities in Custom Dimension
		
		Yep, it is meant to generate an empty dimension. Everything is registered. It isn't a problem as this is now resolved, but now I have an issue with the server and client disagreeing on what dimension the player is in (or that is what I think it is). Entities from the previous dimension are still being send to the client along with any block updates. Previously (with the above code) the player was entering with an ender pearl, now they are entering with a block right click.
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		1.11.2 How to make a data saver?
		
		Ohh, misread the code. Nevermind.
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		1.11.2 How to make a data saver?
		
		I recommend researching switch statements, it will greatly assist you with your giant series of if statements.
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		[1.12.2] Ticking Entities in Custom Dimension
		
		Bump.
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		[1.12.2] Ticking Entities in Custom Dimension
		
		WorldProviderRift:
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		[1.12.2] Ticking Entities in Custom Dimension
		
		DimensionRift: ChunkGeneratorRift:
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		[1.12.2] Ticking Entities in Custom Dimension
		
		Hello, been a while since I've been here, took quite the break from Forge. Anyways, I am attempting to create a custom dimension and upon the player entering, the game crashes as it tries to tick the world's entities. I'm happy to post any code that might be necessary. Thank you for the help and I am glad to be back!
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		[1.10.2] Make it rain
		
		Rather than run the command itself, I recommend looking at the code that the command runs.
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		[1.10.2] Model acting different depending on dimension
		
		You do realize that vanilla grass blocks do the same thing right?
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		[1.10.2] Model acting different depending on dimension
		
		Nevermind, got it. I don't know why this changes things depending on dimension, but I changed the block render type to mipped cutout.
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		[1.10.2] Model acting different depending on dimension
		
		I assume you meant Overworld and Nether, those are the ones that are the same, End is different. Nope
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		[1.10.2] Model acting different depending on dimension
		
		It is black in the nether as well. I have other blocks that work the same way with overlayed textures that work just fine, but they emit light. That could be the reason they aren't doing this if it is actually because of issues with block light.
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		[1.10.2] Model acting different depending on dimension
		
		I got excited because there was actual discussion on the issue, then it stopped again.
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		[1.10.2] Model acting different depending on dimension
		
		I'm thinking it might have something to do with block lighting, but I don't know how to fix it.
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		Minecraft 1.11 assets all lower case?
		
		This is correct. You must rename your files.
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		[1.10.2] Model acting different depending on dimension
		
		Anyone?
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		[1.10.2] Model acting different depending on dimension
		
		Depending on if my model is in the overworld or the end it looks different. In the overworld, the endstone texture is completely blacked out, and if the end it works just fine. Model file: { "parent": "block/block", "textures": { "particle": "blocks/end_stone", "endstone": "blocks/end_stone", "ore_overlay": "selimrandomstuff:blocks/onyxore" }, "elements": [ { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#endstone", "cullface": "up" }, "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#endstone", "cullface": "down" }, "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#endstone", "cullface": "north" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#endstone", "cullface": "south" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#endstone", "cullface": "west" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#endstone", "cullface": "east" } } }, { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#ore_overlay", "cullface": "up" }, "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#ore_overlay", "cullface": "down" }, "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#ore_overlay", "cullface": "north" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#ore_overlay", "cullface": "south" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#ore_overlay", "cullface": "west" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#ore_overlay", "cullface": "east" } } } ] } I assume the problem isn't here, but here is the block class: package selim.randomstuff.blocks; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import selim.randomstuff.ModInfo; import selim.randomstuff.SelimRandomStuff; public class BlockOnyxOre extends Block { public BlockOnyxOre() { super(Material.ROCK); this.setRegistryName("onyxore"); this.setUnlocalizedName(ModInfo.ID + ":" + "onyxOre"); this.setCreativeTab(SelimRandomStuff.randomThingsTab); } } I have a feeling it is a dumb little thing I am forgetting as I have done similar things before and fixed it, just can't see where when I look back.
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		[1.10.2] Piston Interaction
		
		Alright. Working on it. Nope. That does not work.
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		[1.10.2] Piston Interaction
		
		Is there any way to have custom piston interaction for a block? In other words, is there a method that gets called when something is pushed (or going to be pushed), or an event, anything really? This allowing for making a block immobile without making it a TE or a number of other things, redstone output, change of state, what have you. I looked around in the vanilla code for a bit, it looks to me like everything in the vanilla game with custom interaction is handled in the piston code itself, which starts to ruin my hopes for such a thing to exist.
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		[1.10.2] Get WorldSavedData from IBlockAccess
		
		Yep. Should have thought of that...thanks
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		[1.10.2] Get WorldSavedData from IBlockAccess
		
		It seems to only be an instance of World when it is getting the color for the block break particles. Oh well then. I'll figure something else out.
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		[1.10.2] Get WorldSavedData from IBlockAccess
		
		IBlockColor.colorMultiplier
 
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