Everything posted by Choonster
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Needing help generating block on the surface
Look at (and/or use) WorldGenFlowers and WorldGenBushes .
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Grade setupDecompworkspace gets stuck on :decompileMc
Not unless you have access to a computer with more than 2 GB of RAM, no.
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Grade setupDecompworkspace gets stuck on :decompileMc
Mojang's terms and conditions prohibit redistributing Minecraft or its source code, which is what setupDecompWorkspace creates.
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Grade setupDecompworkspace gets stuck on :decompileMc
If you only have 2 GB of RAM, you probably can't tell Java to use 2 GB. You can try setting it to slightly smaller values, though you may not be able to do it at all with only 1 GB free.
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forge 1.10+ creating slabs and stairs
You're not meant to have an Item form of the double slab Block , only the single slab needs one. BlockSlab#onBlockPlaced depends on the Block having the BlockSlab.HALF property, which double slabs don't have. Post the latest blockstates file for your double slab.
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Grade setupDecompworkspace gets stuck on :decompileMc
You say you tried increasing the RAM, did you follow the instructions in the Note section of this page exactly?
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Wierd Errors
I was vaguely aware of what it was, but I didn't see any direct references to it in the Minecraft/Forge code so I wasn't sure why it was being loaded. Now that I look a bit closer, OpenGlHelper references it through the OSHI SystemInfo class. 1.10.2 doesn't log this error because TerminalTransformer.ExitVisitor (the class responsible for logging it) excludes the com.sun.jna package, but this wasn't the case in 1.8.9. The exclusion was added by this commit in 1.9.
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[1.10.2] Inventory not persisting.
You need to override TileEntity#shouldRefresh to only return true when the Block s of the two IBlockState s are different (like the super method does for vanilla TileEntities . This will stop it from being replaced when the state changes without the Block changing.
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Grade setupDecompworkspace gets stuck on :decompileMc
If you want help, post the full output from Gradle. I doubt anyone is going to send you the files.
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Take off and put on Armor Event?
Subscribe to LivingUpdateEvent (for all living entities) or PlayerTickEvent (for players) and save the entity's armour each tick. Compare the entity's current armour to the saved armour and do whatever you want if it's changed.
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API and actual mod in dev env
Adding the API source to src/api/java should work. Otherwise you'll probably just need to compile against the mod itself and limit yourself to the API classes. You can add a dependency as deobfCompile or deobfProvided to have ForgeGradle deobfuscate it on disk.
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Take off and put on Armor Event?
Not currently, but there will be if this PR gets merged.
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forge 1.10+ creating slabs and stairs
Your blockstates file has a syntax error. If your IDE doesn't show you JSON syntax errors, you can use JSONLint to find them. The log you posted shows errors for the double slab's item models, but not the half slab's. This tells me that you either removed the Item registration for the wrong Block or you didn't remove either Item and didn't post all of the errors. It's still the same error as before: the item model you specified doesn't exist.
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API and actual mod in dev env
You should be able to add the API as a compile dependency and the mod itself as a runtime dependency like JEI recommends.
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forge 1.10+ creating slabs and stairs
Your blockstates file didn't include those variants. That should work for the block models, though there's no point in setting a texture ( all ) if it's never used by the model. minecraft:half_slab and minecraft:upper_slab only use the top , bottom and side textures. The blockstates file I linked sets the all texture because it also sets top , bottom and side to use the all texture in the defaults section. Which models aren't working? Post the new FML log (from logs/fml-client-latest.log).
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[1.8.9][Solved] Block metadata value reverts to 0
You need to override Item#getMetadata(int) (not getMeta[b]D[/b]ata ) to allow the ItemBlock to place block metadata values other than 0. This is why you should always annotate override methods with @Override . The tutorial's code appears to be poorly written. In addition to not overriding the correct method, it doesn't specify the generic type argument of the PropertyEnum field and uses a series of if statements for metadata/unlocalised names instead of encapsulating them in the enum.
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[1.10.2] ForgeGradle build failing
It looks like ForgeGradle is corrupted, possibly because it didn't download fully. Try deleting ~/.gradle/caches/modules-2/files-2.1/net.minecraftforge.gradle/ForgeGradle/2.2-SNAPSHOT, ~/.gradle/caches/modules-2/metadata-2.15/descriptors/net.minecraftforge.gradle/ForgeGradle/2.2-SNAPSHOT, ~/.gradle/caches/modules-2/metadata-2.16/descriptors/net.minecraftforge.gradle/ForgeGradle/2.2-SNAPSHOT and ~/.gradle/caches/modules-2/metadata-2.21/descriptors/net.minecraftforge.gradle/ForgeGradle/2.2-SNAPSHOT and then re-run setupDecompWorkspace .
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[1.10.2] ForgeGradle build failing
Run it again with the --stacktrace option (as it says in the log) and post the full output.
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Tile Entity methods
World#markBlockForUpdate
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forge 1.10+ creating slabs and stairs
You need to use ItemSlab instead of ItemBlock for the Item form of your Block . You should only register an Item for your half slab Block , not for the double slab. The model you registered for your Item doesn't exist as an item model or blockstates variant. You didn't specify the half=top,variant=true and half=bottom,variant=true variants in your blockstates file. The whole point of Forge's blockstates format is that you can specify the effect of each property value individually rather than specifying every possible combination of property values. You can see the blockstates files for my mod's slabs here: double, half.
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Tile Entity methods
TileEntity syncing is handled by TileEntity#getDescriptionPacket in 1.8-1.9. This was replaced by TileEntity#getUpdateTag and TileEntity#getUpdatePacket in 1.9.4.
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[SOLVED] Recolour Leaves for use with custom block
You need to specify a tint index for each face of the model you want to colour at runtime, see the wiki for the full model format.
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forge 1.10+ creating slabs and stairs
Yes, you need to extend BlockSlab for slabs. Vanilla has several examples of this.
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[1.10.2][SOLVED] Access Capability of a Tile Entity from GUI
Use networking to send data between the client and server.
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Small question regarding the mods folder
The mods folder goes in the game directory, i.e. in [1.10.2] Vanilla, [1.10.2] Forge 1 and [1.10.2] Forge 2.
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