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valentin4311

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  1. I'm going to do that. I think setSoundType was just forgotten from AT. Should I post an Issue on Github ?
  2. Yeah I considered doing that. However I don't know why setSoundType is the only protected method that doesn't have an access modifier in merged_at.cfg. Like in 1.7.10 or 1.8 (Don't remember which one exactly) setStepSound has been patched to public. So should I consider this is going to be patched or this is not a bug and I should do as you said ?
  3. I agree with you, the problem is that I have a lot of blocks and I don't think It's a good Idea to add more classes just to have a constructor with one method in it. (And by the way having to use more parameters in this constructor)
  4. [/embed] Hello everyone, So here is my problem I'm trying to update my mod to 1.10.2 however I'm stuck with <block>.setSoundType which is protected. I searched on internet to find any answer and I found Reflection and Access Transformer. I don't want to create a new class for each block so what should I use ? I tried to use Access Transformers but I failed to and I didn't find any examples I don't know much things on reflection and I don't know if I can use it and keep this style : Block myBlock = new Block(...).setSoundType(...) Here is what I tried with Access transformers by following Forge Wiki (Which is for 1.7.10) What do you suggest ? Thanks in advance (Sorry if my english is not perfect )
  5. You could use water material, render will be done by the game. However, that would mean you should add "Level" blockstate (like fluids) to avoid crashing the game. This method work and is easy to implements however there are some render glitch near non-opaque blocks (expect water), glass for instance. Or as diesieben07 said, you could create a block model, but it's more difficult I think. (For side rendering)
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