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Everything posted by blinky000
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if i have two events : public static void onRegisterBlocks(RegistryEvent.Register<Block> event) { } @SubscribeEvent public static void onRegisterBlocks(RegistryEvent.Register<Block> event) { String doubleList[] = {"brick_plaster", "bricks_dark_oak_wains", "rock_wall_dark_oak_wains", "rock_wall_plaster", "stone_brick_dark_oak_wains"}; for(String sl : doubleList) { event.getRegistry().register(new BlockStdHorz(PROP_STONE),"singleblock/"+sl)); } } @SubscribeEvent public static void onRegisterItems(RegistryEvent.Register<Item> event) { } How would i get the registered blocks into the Register<Item >event }
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Ok i got the project uploaded to git, in blinky000/yabm5, the mods i was having issues with are in blinky000/mods still looiking for a file free file hoster
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Where is the SnowLayerBlock located, it's not i blocks or items
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I create a static list of blocks, and i use this list to register my blocks. I understand this is not the correct way do do this. Every example i see about the correct way, individually names every block. Since i have over a hundred blocks, i really don't want to do that. So there questions is, is there a way to correctly register the without having to name them all.
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github blinky000/yabm5. i can't upload my final jar, its too big
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Never used git, trying to get it setup
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Do you mean using .notSolid() property ? how would i make just one face not solid
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is there a way to NOT let snow on my block?
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Yes, sorta, not sure mods can interact with that code, except maybe the other code loading after mine and overloaded something?
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I found it was a conflict with another mod for(Block grassBlockList : BlockList.GRASS_BLOCK_COLOR) { // No Item event.getBlockColors().register((x, reader, pos, u) -> reader != null && pos != null ? BiomeColors.getGrassColor(reader, pos) : GrassColors.get(0.5D, 1.0D), grassBlockList); } for(Block grassBlockList : BlockList.GRASS_BLOCK) { // Have Item event.getBlockColors().register((x, reader, pos, u) -> reader != null && pos != null ? BiomeColors.getGrassColor(reader, pos) : GrassColors.get(0.5D, 1.0D), grassBlockList); } . here is the color handler
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In my modding environment , my custom grass changes shade to match the biome . after i build add put it in the real game, the shades no longer match. I'm using the same resource pack in both places, and the forge-client.toml match (using the experimentalForgeLightPipelineEnabled = true) Any ideas?
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doing some more playing around i got a basic block,. thanks for you help
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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
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I was looking at a site that had information changes from 1.16, but i can't find it again. Anybody have any ideas?
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thank very much, that work fine
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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
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98% sure i got it. The SeaPickleBlock was a better example . Pickle Rick!!!!!!!
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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); }
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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
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how can i force a block to update?
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running out of ideas. Try turning off smooth lighting. long shot: check if any models UV is > 1x1x1
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so no single model is > 1 x 1 x 1 ?
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if the model size must be between 0 - 1, if it gets bigger then that , minecraft lighting will have problems.