Everything posted by Choonster
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Blockstates Property for a Block
Yes, or just use ItemCloth.
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Blockstates Property for a Block
ItemBlock itself isn't suitable for blocks with variants, you need to use a subclass that overrides Item#getMetadata(int) to convert the item metadata to block metadata and calls Item#setHasSubtypes to mark the item as having variants/subtypes. ItemCloth does these and also overrides Item#getTranslationKey(ItemStack) to add the stack's colour as a suffix to the translation key (unlocalised name) so that each colour can have its own translation.
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Blockstates Property for a Block
This sounds like an issue with the ItemBlock and/or the model registration for the ItemBlock. Please post the code where you instantiate and register the ItemBlock and the code where you register the models for the ItemBlock(or create a repository so that we can see all of your code).
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[1.12.2] How to avoid creating a blockstate for each texture?
To reduce the number of files you need to create, you can use Forge's blockstates format to specify a base model (e.g. minecraft:cube_all) and the textures for it without needing to create a model for each block.
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Blockstates Property for a Block
What exactly is your current issue? Please post your latest code (or a link to your repository). If it's a model issue, please post your blockstates/model files and your debug.log.
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[1.12.2 1] JSON crafting recipe issue
If an item has subtypes like Stone and Dirt do, you need to specify the metadata using the data property when using it in a JSON recipe's ingredient. Look at some of the recipes that use Planks or Stone (e.g. minecraft:acacia_boat) to see examples of this.
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Blockstates Property for a Block
If you're following my example, the COLOR property is stored in the metadata and as such is already set when Block#getActualState is called. The FACING property is stored in the TileEntity and is the only property that needs to be set in your override of Block#getActualState.
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Forge 1.13.2
No. Each version of Forge only supports a single version of Minecraft and won't work on any other version.
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Blockstates Property for a Block
Unlisted properties aren't used to determine which model to render for a block, they're used by custom block models to determine how they should render. The correct solution here (while keeping a single block) would be to store the extra data in a TileEntity and use regular properties that have their values set in Block#getActualState. Though Mojang is moving away from having a single block for all colours with The Flattening in 1.13, so it may be best to split the colours into separate blocks now (as Cadiboo suggested). I have an example of a block with a colour and a facing here: Block, TileEntity, blockstates file
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Replacement for deprecated method return net.minecraft.util.text.translation.I18n.translateToLocal
There are still some Vanilla methods like Entity#getName that perform translation but aren't client-only. These use the deprecated net.minecraft.util.text.translation.I18n and I don't think there's any real alternative.
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Where is the source code?
I've never played Warframe, so that's not me.
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Where is the source code?
On Unix-like systems, look in ~/.gradle rather than %USER_HOME%\.gradle for the Gradle caches.
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Arrows not always hitting players
Forge 1.12.2-14.23.5.2779 deprecated ReflectionHelper and changed the methods in ObfuscationReflectionHelper to only require an SRG name rather than both an SRG and MCP name. This is what @quadraxis was talking about.
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Forge 1.13.2
Those are builds for 1.3.2 from 2014, they're not for 1.13.2.
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Forge 1.13.2
What do you mean "the forge version"? The only place you should download Forge from is the official Files site (https://files.minecraftforge.net/). There are no 1.13.x versions available there.
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Forge 1.13.2
Where did you download this from? There are no public releases of Forge for 1.13.x yet, and Forge is only being developed for 1.13(.0) at the moment.
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Is it possible to develop backwards compatible mods?
This is incorrect. Method and field names are reobfuscated from MCP to SRG names when you compile, but MCP and SRG class names are the same. Forge deobfuscates Minecraft from Notch to SRG names at runtime.
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[1.12] Override Advancment
Which part didn't you understand? Do you know how to create the replacement recipe? Do you know how to override a registry entry?
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[1.12] Override Advancment
Did you read the post I linked?
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Need help with data packs
I haven't dealt with 1.13's data packs yet and I'm not at my computer to test anything, but a possible issue is that your recipe file has .JSON as the extension rather than .json. If changing that doesn't work, post your log (I think it's logs/latest.log in the game directory) using Gist/Pastebin. There may be something useful in there.
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Configurable per Block Variable
@Config does work with Maps that have String keys, the Map becomes a category in the config file and the key-value pairs become properties. See here for an example of this.
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How to override vanilla ores spawning
If you use a static event handler method, you need to register the Class object with the event bus rather than an instance of the class. See the documentation for more information.
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How to override vanilla ores spawning
Instead of calling MinecraftForge.EVENT_BUS.register or using the @EventBusSubscriber annotation, you call MinecraftForge.ORE_GEN_BUS.register.
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How to override vanilla ores spawning
You need to register your event handler with MinecraftForge.ORE_GEN_BUS instead of MinecraftForge.EVENT_BUS.
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How to override vanilla ores spawning
As it says in the doc comment of OreGenEvent:
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