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abused_master

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  1. Currently forge does not have a Fluid API as of 1.13+, they're currently working on a rewrite for it. If you're interested you can check out this PR that was proposed, i say that because KingLemming is the one who was working on the API but someone else has also proposed one so it may or may not be merged. https://github.com/MinecraftForge/MinecraftForge/pull/5983 PS. You really should move to 1.14 from 1.13
  2. That's also pretty simple, all you really need to is create an ItemBlock for your block, and override the placeBlock method, there you can check if the top block is air and place and if not cancel the placement. Edit: Also take a look at the `TallBlockItem` class, it's what minecraft uses for stuff like doors, take a look at Items.OAK_DOOR. (PSA. im on 1.14 so if you're on 1.12 the names will be slightly different)
  3. You cant exactly just ask someone to do it for you. You need to at least try something so we can help you figure out where to go from there and help if you have any issues. That being said there's multiple ways to create multiblocks as well so you need to decide which one you want. How i usually do multiblocks i have one "master" block, with all the other blocks around it being slave blocks. Then i write my multiblock as a json (doesn't have to be json specifically, could be done in code i just like it being json and customizable), and then once the multiblock master block is activated it'll read that json and check adjacent blocks. Again as i said there's multiple different types of multiblocks, so figure out which you'd like first and then attempt something, as people aren't going to write the code for you.
  4. You could use World#isAirBlock. To get the position above you simply can call .up() on the original blocks position to translate it up by 1. World#setBlockState will take in the state to place and the position to place it at. EX: world.setBlockState(pos, Blocks.STONE_BRICKS.getDefaultState()) If you were setting a state property like direction you could do it here, example with furnace: world.setBlockState(pos, Blocks.FURNACE.getDefaultState().with(FurnaceBlock.FACING, Direction.NORTH))
  5. They should work just fine. It would help if you showed some of the files so we can take a look at where the error could be happening. However how it should be in the mtl: map_Kd modid:block/texturename
  6. OpenGLHelper is now just GLX, its found in the com.mojang.blaze3d.platform; package
  7. Hello everyone, so earlier today i was attempting to create an entity, now this was the first time i've ever messed with entities so i half didn't know what i was doing, but the issue i'm running into is that, when i attempt to spawn the entity, instantly the game crashes. This is the crash im getting: https://pastebin.com/gmDzeLhA Here's my entity code: https://pastebin.com/mjFRA57E And im attempting to spawn the entity via an item using world.spawnEntity(); @Override public ActionResult<ItemStack> onItemRightClick(World world, EntityPlayer player, EnumHand hand) { world.spawnEntity(new EntityKnowledge(world, player)); return super.onItemRightClick(world, player, hand); } Does anyone happen to know why exactly this might be happening?
  8. What about ISBRH models that needed some GL11 functions?
  9. Hey guys, so i'm working on updating a mod to 1.12 from 1.7, but am having some trouble with rendering. A lot of their models depend on ISBRH which is no longer a thing, which i can switch over to an BakedModel, however some of them only use the renderInventoryBlock method from ISBRH, so i was wondering what is a viable option i have for editing the block rendering in the inventory? This is what im trying to port over public class BlockCatalystRenderer implements ISimpleBlockRenderingHandler { @Override public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) { GL11.glPushMatrix(); GL11.glScalef(-1F, -1F, 1F); GL11.glTranslated(0, -1F, 0); Minecraft.getMinecraft().renderEngine.bindTexture(TileCatalystRenderer.modelTexture); TileCatalystRenderer.model.render(metadata); GL11.glPopMatrix(); } @Override public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { return false; } @Override public boolean shouldRender3DInInventory(int modelId) { return true; } @Override public int getRenderId() { return RenderIds.idCatalyst; } }
  10. Hmm, all right, that works, reason i was going about it this way was to keep the mod clean in game without cluttering it with blocks that dont have the ore they drop exist
  11. All right point taken, what i'm trying to do is register a block based on if an another block is found, in this case oreOsmium if(OreDictionary.doesOreNameExist("oreOsmium")) { event.getRegistry().register(ModBlocks.ModifiedOsmiumOre); } from mekanism, i have tried dependencies = "required-after:forge@[14.23.0.2500,);" + "after:mekanism;" + "after:tconstruct;" + "after:bigreactors;" but that doesn't seem to be changing anything
  12. Hey guys, so i was wondering if there was any way to make my mod load absolutely last, reason is i am adding support and checks for other mod's blocks but cannot get it working as they are being loaded after mine but don't want to make those mods a dependency
  13. Hello everyone, so i was wondering how i could go about rendering a java model onto my player, when they have the item in their inventory I have the model created, but how would i go about rendering it? I know getArmorModel would be used for armor but im just extending Item. would i use RenderLivingEvent? How would i add the model on the player? Any help would be appreciated, thanks!
  14. ok i've implemented getUpdateTag, as for notifyBlockUpdate i am not manually triggering or sending it. Soon i plan to have some fluid rendered for the block but this is after i get the gui situation sorted.
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