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hibikutek

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  1. I think you should be using the 'getItemFromBlock' method from the Item class as the first argument in the .register function. Maybe try Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(ChanceBlock), 0, new ModelResourceLocation("avon:ChanceBlock", "inventory")); Also, you should camelCase your variables instead of TitleCase. It's a little confusing to read.
  2. Hmm, I was thinking that there was some kind of issue with using world gen accross chunk boundaries, but with a little more messing around I got it to work .... kinda. Just need to reverse it so that air part of the bottom half is liquid, and put it underground. Maybe even put a little noise generation to deform the ellipsoid, but that's for another day.
  3. I've done some work on the world gen, but I'm stuck again. I am trying to emulate the way that buildcraft adds oil resevoirs to the game, so I'm subscribing to a populate event, and then running my code when that event gets called. The populate method in question looks like this: Am I missing something? Because based off of my logging, it isn't entering this populate method at all. Do I need to register something, or am I going about this the wrong way?
  4. I totally forgot about the blockstates file, and the model bakery stuff. Choonster, I feel like you should just make a short 1.8 fluid tutorial, and just link it to all of these questions about fluids. Though honestly, looking at your mod and the forge debug file was enough for me to figure it out.
  5. Check this out, very helpful for fluids in 1.8. Make sure you are on the newest forge (not recommended) https://github.com/MinecraftForge/MinecraftForge/blob/5045d8df68a5d95550cb36067fa432bfd8fae7a8/src/test/java/net/minecraftforge/debug/ModelFluidDebug.java#L52-L102
  6. All you need to do is update your fluid class to use the new constructor. Example public FluidMyFluid() { super("myfluid", new ResourceLocation("mymod:blocks/myfluid_still"), new ResourceLocation("mymod:blocks/myfluid_flow")); } in the ResourceLocation constructor, it follows the "modid:path/to/texture" Do note, you don't have to do the full path (assets/modname/path/to/texture)
  7. I'm looking into world gen, but I'm having a difficult time understanding where I should actually start with what I want to do. I want to create an underground stream that can spawn in any biome, yet can span multiple chunks. I've looked at vanilla and the closest thing I could find is GenLayerRiver, but I'm not sure how it works. Can anyone point me in the right direction of maybe a mod that does something similar, or a tutorial that could help me out?
  8. I had a similar issue, but was able to resolve it by making sure my resource location was done properly. I'd check to make sure where you are telling it to find the texture that it says "modid:path/to/asset" instead of just "path/to/asset". The bit before the colon is the domain that it looks for the texture in, and your log says it's looking in the domain 'modid' so I think you just have a typo for the texture path.
  9. Thanks so much for the post, it has really helped me with fluids in 1.8. However, I am having an issue with getting the texture hooked up correctly. I am currently getting a texture error saying that I am missing 2 textures (the flow and still) in DOMAIN minecraft, however I have it of course with my mod's assets. It seems like it is looking for it in the Minecraft asset structure. log below NOTE: I have textures working for other items and blocks, I just haven't gotten around to making a texture for the reactor, so ignore that one please. EDIT: I shouldn't blindly use source code for anyone else that might encounter this problem, make sure to include "modid:path/to/texture" in your constructor for your fluid, instead of just "path/to/texture" example: public FluidLifestream() { super(NAME, new ResourceLocation("makomod:blocks/lifestream_still"), new ResourceLocation("makomod:blocks/lifestream_flow")); }
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