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Pennyw95

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Everything posted by Pennyw95

  1. I am working on an addon for another mod that is currently 1.8.9 only, so that is unfortunately not an option.
  2. Hi, I need some help understanding what's not working here... Basically I wanted to rewrite my tank multiblock's onBlockActivated code so that it also works with TConstruct buckets (which use the universalBucket). I got them working, but now FluidUtil.interactWithTank returns false with vanilla buckets (water,lava)! I tried debugging, but I'm still clueless...I couldn't find much info about the universalBucket, so I might be missing some obvious details, I hope you can help me. (Naturally TileFountain implements IFluidHandler) Original code: Trimmed java version:
  3. I'm trying to make a shelve (old and bad pic here -> ) This shelve has 4 slots that will store items, much like the Bibliocraft version does, with the exception that it will have special models for certain items. Also, I'd like some items, primarily Thaumcraft's wands and staves, to take more than 1 slot: a wand would occupy horizontally 2 slots, and a stave would take 4 of them. That means it would take the slots of another shelve adiacent to it, if present. So, it would then become a multiblock. What would be an efficient way to make this work? At first I thought of just having 4 booleans per TE, or maybe something like each slot being a subclass of the abstract class Slot, extended by Free, Taken, Shared. It might be too inefficient, but using just booleans could make reasoning about shared slots hard... How would do it?
  4. Okay, I feel more confident now...I'll try to get it working on my own, thanks for your help
  5. Hi, I need some help understanding how to use the new capabilities and IItemHandler from the old IInventory / ISidedInventory. My main source of documentation is this : https://mcforge.readthedocs.org/en/latest/datastorage/capabilities/ So, what I think I got right is: The vanilla TileEntity.class already implements ICapabilityProvider Forge provider the IItemHandler Capability, to use wherever you would use the old interfaces. Implementing it means overriding getCapability() and hasCapability(). In the TE class? Make my own implementation of IItemHandler for my inventories (don't use ItemStackHandler). But then the two methods above don't use it? What goes in my TE class and what goes in a different ad hoc one?
  6. Hey, following your instructions actually fixed it! Thanks alot And sorry for the late response but I had kindof lost hope
  7. Hi, I need some help with this Tabula model, which I render in a TESR. Basically, all the faces that should render in direction can only be seen from the opposite one (akin to what happens if, when using the WorldRenderer, you use an anti-clockwise order). I've tried moving some blocks inside Tabula and manually switching some parts in the class, but nothing changes. Can you help me? The model class: Pictures.
  8. As title..I've worked with TESR on 1.7.10 and while in the process of porting to 1.8 I had to rely on it once more...the problem is, something's not right! Here's my code: And here is what's happening...the model follows the player instead of sticking to the TE's coords! Ignore the black and purple texture, I just haven't finished the texturemap yet. But why is this happening?
  9. I found out it was a logic error...sorry for opening this thread
  10. Hi, I'm trying to have MC place some stair blocks (non-vanilla, but they directly inherit from BlockStairs) and I got stuck with having them placed in specific directions. Here's a sample: world.setBlockState(pos, BlocksTC.stairsArcane.getDefaultState().withProperty(BlockStairs.FACING, EnumFacing.EAST)); The stairs class (not my code, of course ):
  11. I see...I think I'm more comfortable with those now, thanks for your help
  12. Hi, I need a little help for the changes I found in MC 1.8...I have three main questions: 1): About jsons. The model/item ones are pretty straightforward, but I'm a little confused about the other two. In this doc ( http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/ ) the textures AND the models are applied in the /blockstates jsons. Shouldn't the model be set inside model/block/ (as a "parent")? Or is it that the default model and texture are set in the model/block one and can be overridden by the /blockstates json? Are those jsons the new main way to have custom models without a Tile Entity? 2): About IProperty. I think I got how it works by reading this ( http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-8/blockstates-and-metadata/ ). The 1.8 way to use them for making the placed block face you is probably more clear than the 1.7.10 way. The question is, how can I combine the blockstates json with them? Am I right if I say that there is no practical difference between PropertyInteger and PropertyEnum? 3): I'd like to have a BasicBlock class and a BasicTEBlock class for plain and te generating blocks. Is it possible to have both classes have the new metadata code inside them, and be able to choose to use them or not to with those blocks' subclasses? I was also thinking about making BasicTEBlock a subclass of BasicBlock, and copy inside the former BlockContainer's body...
  13. Forge : 10.13.4.1490 CCC : 1.0.7.47-dev NEI: : 1.0.5.111-dev I tried having them only in /lib as well (and I did refresh the dependencies), but it still crashes. Log:
  14. Actually I have dev builds in both /mods and /lib already....
  15. Sounds promising. As soon as I have the polished model I'll get to work
  16. Hi, I'm starting to code a multiblock device, 3x3x3 and I'm now looking for some wisdom There is a master TE, a slave TE, a TE for receiving the input and another for giving the output. I was thinking, are slave TEs really needed in this particular case? The other TEs (I/O) do more than checking if the master still exists. Couldn't those I/O TEs also check for the master and if the other blocks, blocks without TEs, are in place? This would surely increase performance. Also, I'd like to try to code the multiblock in a way that there are actually only 2 TEs, master and slave, with the slave TEs checking for master and, based on their position from it (and so their location in the multiblock) operating with different behaviour (receiving input / spitting output). Of course, the slave would only be spawned based on the block's position, where the input and output locations will be. Is this a wild dream?
  17. That seems a bit too hard for me, I guess I'll stop here.. But anyway it works perfectly now, thanks for your help!
  18. Thanks for replying The third image shows how the model, opened in Tabula, should render. The first and and the second image show that the jarInside (the model's internal floor) is not rendering. I tried removing the glass and messed with culling already but that simple box just kept refusing to show up. In the end, I solved the problem by removing it from the model class and tessellating it separately, in the renderer class. So, although in an unorthodox way, my problem is now solved. Thanks for your precious help, I learned alot from you advice EDIT: One last question: I want to render some particles during the crafting process but after setting up the packet I realized that the particles are invisible if spawned inside the model, the transparent part, but they work if spawned above it. Is there way to bypass this limit?
  19. Hey, I did as you suggested and put the glass in a separate render method that I call after the primary one, and all the trims are working as expected, but the thing is still not rendering properly, as you can see in the pics: http://imgur.com/YLXJYLd,53SSAsg,20YlUpI It seems the jarInside box is never rendered even if putting printlines inside the method proves it gets executed... What may I be doing wrong? Code: http://pastebin.com/HHnuSn0r EDIT: Updated paste, should be less confusing. Do not mind that renderGlass is not called, my issue is with renderFloor not rendering.
  20. Oh I see...thanks for explaining me I'll try to make a separate method for rendering the glass panes in the model and call it later in the renderer first, if doesn't work I'll change the order from back to front (but wouldn't this mean I'd still have the problemi while looking from behind?) Unfortunately I'm away this week, I'll let you know ad soon as I can how it goes. Thanks again
  21. Hi, today I need some help with my TESR. I managed to get it actually rendering correctly from every angle and to enable blending in order to allow for transparent textures ( for the glass pane). Right after I got the transparent panes,though, I noticed that some internal parts are not being rendered! I tinkered with the the main block class, the TE class and the renderer but nothing changes....it breaks sometimes. Here are some pictures: you can see from the Tabula screen how it should render. In-game it's missing 3 legs and the purple floor. http://imgur.com/fckjD2x,CR8luyo,1WGDeMe In the second image the TESR is not correctly aligned with the bounding box, don't mind that. Renderer: http://pastebin.com/1CGvz03T
  22. What I'm trying to do is to model a block capable of holding a fluid and to render the fluid level, akin to the openblocks tank. But, since I only want the front face to show the fluid, I opened Tabula and came up with this: 6 one pixel wide faces surrounding an internal 14x14x14 cube, that will display the fluid. And here comes the problems: 1) As you may see from the image, all the 6 faces of the model overlap each other around the borders. This of course can be avoided with measuring them accurately, but by doing that texturing becomes quite more challenging. So, I had the idea of having them overlap and then remove from the texture map all the little borders' textures. My concern is that, in Tabula, they still flicker around those borders. If I do all the rendering in the TESR will this problem persist? 2)Also, I looked for some tutorials and into OpenBlocks and BuildCraft source codes but I can't understand how the fluid level rendering works...I get that it's partial texture rendering based on the TE data but if anyone could give me a little help, I would really appreciate that.. Thanks in advance
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