MrHubbard
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Oh you are joking... I was wondering why the grinder would not work but eveything else did... Please feel free to ignore. haha thank you though.
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So after updating my mod to 1.8.9, everything was going fine untill i realised my fuel source wasnt adding powerr to my machines. Specifically this line of code. if(canRecievePower()) { if (Itemstack[1] != null) { Item item = Itemstack[1].getItem(); if(item == Item_List.Electrified_Fuel) { --Itemstack[1].stackSize; if (Itemstack[1].stackSize <= 0) Itemstack[1] = null; power+=100; } } } public boolean canRecievePower() { if(power < maxpower) return true; else return false; }
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Ah thats what you meant, No it was reference but i changed the code before posting to gist the second time around.
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What do you mean i don't use it... ever...
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I have fixed the problem, my blocks and items folders in models had an extra s on them...
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Here's the main.java. https://gist.github.com/anonymous/387e66ecd70eb956886d Ill change the UnlocalizedNames now.
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PreInit in the main.java? I set it out like this because it makes it easier for me.
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Changed to ModelLoader.setCustomModelResourceLocation. and here's the screenshot of the jsons.
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There registered in the clientproxy https://gist.github.com/anonymous/6ff437ee3718f75b6bfb
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Do you mean it cannot find my models in the asset file or in the code?
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Block_List https://gist.github.com/anonymous/41b4bf082f2d980e7f74 Item_List https://gist.github.com/anonymous/e2451b8fee12c1d87ed7 fml-client-latest.log https://gist.github.com/anonymous/04122c540b190e29e87c
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So i have everything setup correct to my knowledge. but blocks and item textures refuse to load as well as lang file. BUT i know the folder structure is setup correctly because the Gui's are finding the right images? GUI image example Code that loads the gui texture private static final ResourceLocation grinderGuiTextures = new ResourceLocation(Reference.MOD_ID + ":textures/gui/container/SimpleMachine.png"); The folder structure is as followed > assets\trueminecraftmachines\ Blockstate example { "variants": { "facing=north": { "model": "trueminecraftmachines:grinder" }, "facing=east": { "model": "trueminecraftmachines:grinder", "y": 90 }, "facing=south": { "model": "trueminecraftmachines:grinder", "y": 180 }, "facing=west": { "model": "trueminecraftmachines:grinder", "y": 270 } } } Block Model example { "parent": "block/orientable", "textures": { "top": "trueminecraftmachines:blocks/grinder_top", "front": "trueminecraftmachines:blocks/grinder_front", "side": "trueminecraftmachines:blocks/grinder_side" } } Block Model Item example { "parent": "trueminecraftmachines:block/grinder", "display": { "thirdperson": { "rotation": [ 10, -45, 170 ], "translation": [ 0, 1.5, -2.75 ], "scale": [ 0.375, 0.375, 0.375 ] } } } Item Model Example { "parent": "builtin/generated", "textures": { "layer0": "trueminecraftmachines:items/iron_dust" }, "display": { "thirdperson": { "rotation": [ -90, 0, 0 ], "translation": [ 0, 1, -3 ], "scale": [ 0.55, 0.55, 0.55 ] }, "firstperson": { "rotation": [ 0, -135, 25 ], "translation": [ 0, 4, 2 ], "scale": [ 1.7, 1.7, 1.7 ] } } }
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Check if block is next to another block with power
MrHubbard replied to MrHubbard's topic in Modder Support
Been running this through my mind for the past couple of days now, where would i put this? -
I feel like i new this but somehow forgot, Goddamit. Thanks once again.
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So i recently changed the mod id and name in my reference class, and changed all other relevant code to fit in the new name and id. But now no textures are showing, but it is using the Lang file, so i know it is going to the new asset folder. Reference Class package hubbard.randommachines; public class Reference { public static final String MOD_ID = "RandomMachines"; public static final String MOD_NAME = "Random Machines and more"; public static final String MOD_VERSION= "2.1.0"; public static final String CLIENT_PROXY_CLASS = "hubbard.randommachines.proxy.ClientProxy"; public static final String SERVER_PROXY_CLASS = "hubbard.randommachines.proxy.CommonProxy"; } Bronze_Block.json Block Model Example { "parent": "block/cube_all", "textures": { "all": "RandomMachines:blocks/Bronze_Block" } } Bronze_Block.json BlockState Example { "variants": { "normal": { "model": "RandomMachines:Bronze_Block" } } } This is what registers the textures in my Block_List.class public static void RegisterRender(Block block) { Item item = Item.getItemFromBlock(block); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Reference.MOD_ID + ":" + item.getUnlocalizedName().substring(5), "inventory")); }