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

blinky000

Members
  • Posts

    202
  • Joined

  • Last visited

Converted

  • Gender
    Undisclosed
  • Personal Text
    I am new!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

blinky000's Achievements

Creeper Killer

Creeper Killer (4/8)

0

Reputation

  1. doing some more playing around i got a basic block,. thanks for you help
  2. Maybe an import problem, i can't get this to work private static final Properties PROP_WOOD = Properties.create(Material.WOOD, MaterialColor.WOOD).hardnessAndResistance(2.0F, 3.0F).sound(SoundType.WOOD); i have tried all the import suggested. So its seems more then just names and I have having other problems from my code from 1.16 , and I thought i saw a web site addressing changes
  3. I was looking at a site that had information changes from 1.16, but i can't find it again. Anybody have any ideas?
  4. thank very much, that work fine
  5. I'm trying to create a new 1.17.1 eclipse project, when i run the examplemod i get an error: Could not create the Java Virtual Machine. the console shows :Unrecognized option: -p. I tried the increase the JAVA_OPTIONS: -Xmx512M . didn't not help, and caused my 1.16 project to never open thanks for any help
  6. 98% sure i got it. The SeaPickleBlock was a better example . Pickle Rick!!!!!!!
  7. trying to water log an obj model. so far I have been either make it permanently waterlogged or not water on land , but under water it will sometimes leave a side of air on the model. placing another block next to it will correct it , and when that block is removed, the model stays under water correctly. public class WaterShape extends YabmBlock implements IWaterLoggable { public static final DirectionProperty FACING = HorizontalBlock.HORIZONTAL_FACING; public static final BooleanProperty WATERLOGGED = BlockStateProperties.WATERLOGGED; public WaterShape(Properties properties) { super(properties); setDefaultState(stateContainer.getBaseState().with(BlockStateProperties.WATERLOGGED, false).with(FACING, Direction.SOUTH)); } @Override protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) { builder.add(BlockStateProperties.HORIZONTAL_FACING).add(BlockStateProperties.WATERLOGGED); } @Override public FluidState getFluidState(BlockState state) { return state.get(WATERLOGGED) ? Fluids.WATER.getStillFluidState(false) : super.getFluidState(state); } @Override public BlockState getStateForPlacement(BlockItemUseContext context) { return this.getDefaultState().with(FACING, context.getPlacementHorizontalFacing()); } public static Direction getDirection(BlockState state) { return state.get(FACING); } @Override public VoxelShape getCollisionShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { return BOX; } @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { return BOX; } @SuppressWarnings("deprecation") @Override public BlockState updatePostPlacement(BlockState stateIn, Direction facing, BlockState facingState, IWorld worldIn, BlockPos currentPos, BlockPos facingPos) { // this resets the block correctly when another block added on any side if (!stateIn.get(BlockStateProperties.WATERLOGGED)) { this.receiveFluid(worldIn, currentPos, stateIn, Fluids.WATER.getStillFluidState(false)); } //worldIn.getPendingFluidTicks().scheduleTick(currentPos, Fluids.WATER, Fluids.WATER.getTickRate(worldIn)); return super.updatePostPlacement(stateIn, facing, facingState, worldIn, currentPos, facingPos); //return stateIn; } public void onBlockAdded(BlockState state, World worldIn, BlockPos pos, BlockState oldState, boolean isMoving) { worldIn.getPendingFluidTicks().scheduleTick(pos, Fluids.WATER, Fluids.WATER.getTickRate(worldIn)); } } // this resets the block correctly when another block added on any side if (!stateIn.get(BlockStateProperties.WATERLOGGED)) { this.receiveFluid(worldIn, currentPos, stateIn, Fluids.WATER.getStillFluidState(false)); } return super.updatePostPlacement(stateIn, facing, facingState, worldIn, currentPos, facingPos); }
  8. waterlogged obj model block sometimes leaves a side of airPlace another block next to it, corrects it. that maybe a force update would fix it' starting another post about WATERLOGGED
  9. how can i force a block to update?
  10. running out of ideas. Try turning off smooth lighting. long shot: check if any models UV is > 1x1x1
  11. so no single model is > 1 x 1 x 1 ?
  12. if the model size must be between 0 - 1, if it gets bigger then that , minecraft lighting will have problems.
  13. can you show the material file you used? and you can try : in the minecraft/config open the forge-client.toml file set experimentalForgeLightPipelineEnabled = true forgeLightPipelineEnabled = false
  14. thats pretty much it. the problem i was running into, if the sequence is broken (game crash, switching to a new item or block, re-logging in) that the next use would start over to the first state. TheGreyGhost code, after the gem was used it was destroyed , so no issues about starting over
×
×
  • Create New...

Important Information

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