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Cloud's Achievements

Tree Puncher

Tree Puncher (2/8)



  1. Alright! I got it working!!! Thanks so much! I got tripped up a bit on that last comma in the my_wall file, but I figured it out in the end! Thanks again JimiT!! Really appreciate the help!!!
  2. I'm creating a custom wall that resembles oak wood log, and so far, things look really good! The only problem I'm having is I want the top of the wall to have the log_oak_top texture on the top of the log, instead of being bark on all sides to make it look more like the oak log. Here's my post model jsons: { "parent": "block/wall_post", "textures": { "wall": "blocks/log_oak" } } Any suggestions?
  3. That totally worked!!! Thanks so much guys!! I really appreciate the help!!!
  4. Alright! Thanks a ton for the help! In the meantime if anybody knows if it's possible to accomplish this with vanilla grass, I would appreciate the help! Thanks again Ytt!
  5. So you would have to create another block that mimics grass?
  6. I'm trying to create a biome with a nice light blue tint to grass, similar to the Mystic Grove from Biomes o' Pleanty. But what I've found is either I'm not using this.setcolor() or some other biome color-izer correctly, or it is impossible without a custom foliage file. So what do I have to do to get this to work the way I want it to? Thanks! Here's my code for the biome: package com.camp.world; import net.minecraft.world.biome.BiomeGenBase; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; public class BiomeMysticForest extends BiomeGenBase { private static final Height biomeHeight = new Height(0.1F, 0.2F); public BiomeMysticForest(int id) { super(id); this.setHeight(biomeHeight); this.setColor(6937835); this.setTemperatureRainfall(0.7F, 1.0F); this.waterColorMultiplier = 8874485; this.theBiomeDecorator.treesPerChunk = 9; this.theBiomeDecorator.grassPerChunk = 15; } public int getBiomeGrassColor(int p_150558_1_, int p_150558_2_, int p_150558_3_) { return 6937835; } public int getBiomeFoliageColor(int x, int y, int z) { return 5954640; }
  7. Okay, so I think I'm in the right place! I poked around in the GameRegistry around IRecipe and I think I'm on track, but still a bit lost! Here's what I got set up: public class GravelCrafting implements IRecipe{ @Override public boolean matches(InventoryCrafting p_77569_1_, World worldIn) { // TODO Auto-generated method stub return false; } @Override public ItemStack getCraftingResult(InventoryCrafting p_77572_1_) { // TODO Auto-generated method stub return null; } @Override public int getRecipeSize() { // TODO Auto-generated method stub return 0; } @Override public ItemStack getRecipeOutput() { // TODO Auto-generated method stub return null; } @Override public ItemStack[] getRemainingItems(InventoryCrafting p_179532_1_) { // TODO Auto-generated method stub return null; } } So I apologize greatly for asking silly questions, but if I'm making sense of this right, I need to access the array generated by getRemainingItems, so how would I do that?
  8. Yes, I'm modding in 1.8! Should of said that! :3 Do you know how?
  9. So I'm trying to create a crafting recipe, in which you put cobblestone and a pickaxe into a crafting menu to get gravel, and the cobblestone is consumed and the pickaxe takes one durability damage. I'm just getting into modding so I search through the internet for help but I can only find articles about taking crafting damage for custom items. So my question is; is it possible to do such a thing with vanilla tools, and if so, how? Help is much appreciated!!! Thanks!
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