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Posts
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Everything posted by abused_master
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Easiest way is to loop through the EnumFacings and use the offset function for an enumfacing that BlockPos has then do you if checks on capabilities. could you give me an example of this being done
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Iv fixed the problem, someone at the MMD Discord helped me, So now my quarry mines when given energy, uses energy, places the cobblestone around the area it will mine, the only thing left is outputting the items, how can i make it detect an inventory placed on one of its sides and output the blocks it breaks to it?
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the update()
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When i added and launched my game, and placed down the quarry, it would just freeze the game, no errors in console, no nothing, game just stays frozen for (int x = chunkX; i < chunkX + 16; x++) { for (int z = chunkZ; i < chunkZ + 16; z++) { worldObj.setBlockState(new BlockPos(x, pos.getY(), z), Blocks.COBBLESTONE.getDefaultState()); } }
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ah, derp, ty
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I see so i tried to do it with cobblestone like so world.setBlockState(Blocks.COBBLESTONE.getDefaultState(),new BlockPos(x, pos.getY(), z)); but am getting this error setBlockState (net.minecraft.util.math.BlockPos, net.minecraft.block.state.IBlockState) in World cannot be applied to (net.minecraft.block.state.IBlockState, net.minecraft.util.math.BlockPos)
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int chunkX = getChunkXPos(); int chunkZ = getChunkZPos() for (int x = chunkX; i < chunkX +/- 16; x++) { for (int z = chunkZ; i < chunkZ +/- 16; z++) { world.setBlockState(state, new BlockPos(x, pos.getY(), z)); } } so state would be say Blocks.DIAMOND_ORE.getDefaultState() ?
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Sorry if i keep changing my idea on how to do this, and it will be the last time Iv been tinkering a bit and instead have thought to just place blocks outside of the chunk, getting the chunk wont be hard thanks to AnimeFan8888, but how would i place the blocks on the outside of the chunk
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Iv gone a few steps ahead and created the quarry and made it mine, i also made it mine the chunk its in, so instead of drawing a line in a 64x64 area i just want it to draw a line with a custom texture around the current chunk that the block is in, would that still be in the TESR? and how do i do that specifically to the chunk the block is in?
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All right, and if im not mistaken i do all these render methods in the TileEntity correct?
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I would use the blockstates orientation from inside my TileEntity set a variable and either use entities/entity or a TESR if there is a better way to draw the lines someone else say something as that is all that "blockstates orientation" would be getting the blockstate from the world where the TE is and then extracting the variant for the direction. Of course this means you will have to have the Horizontal facing variants. An example of those would be in the FurnaceBlock class. What method would i use to check what direction its facing from the blockstate?
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Hello Everyone, im trying to create a quarry in my mod but need a little help with it. So my idea is when this quarry is placed depending on the side its place it will display a textured line around the outside of where it will mine(64x64 area and down as far as bedrock), and start working on that area, mining, then outputting into an adjacent inventory, and if that isnt available then dont do anything. so #1 how would i check what direction the block is placed at then draw the like? would i use EnumFacing.NORTH/SOUTH, etc? and if so how would i draw the line with a custom texture ill get to #2 after this as id like to take it a little bit at a time so i could also learn from this and understand what im doing and how it works.
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iv switched over to IItemHandler now a few thing i want to ask, iv implemented it on my TE, should i remove ISidedInventory? another is if you have one could i get an example of IItemHandler being used to restrict items
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No no, i meant i switched the regular slot to SlotItemHandler , and im wondering what i should change SlotFurnaceOutput to
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All right done that but what about for my output as im using SlotFurnaceOutput, would i do the same thing?
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You only need one GuiHandler... as Animefan8888 said you only create and register 1 gui handler and register all your gui's in it
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Hey guys, right now im here about a question So i want to restrict my input slot to only allow items/blocks that i specify, im just using plain Slot, would i have to create a new slot class and create my restrictions in there and use that slot, or am i able to still do this using the vanilla Slot. If its not too much to ask could i have an example of this being done?
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[Solved] [1.11] GUI Drawing confusion
abused_master replied to abused_master's topic in Modder Support
Ty so much, was able to fix my problem, didnt know that those methods are now needed to sync the data -
[Solved] [1.11] GUI Drawing confusion
abused_master replied to abused_master's topic in Modder Support
so would it be like this? @Override public NBTTagCompound getUpdateTag() { return super.getUpdateTag(); } @Override public void handleUpdateTag(NBTTagCompound tag) { super.handleUpdateTag(tag); } -
[Solved] [1.11] GUI Drawing confusion
abused_master replied to abused_master's topic in Modder Support
Your receiveEnergy is where the energy gets changed. I thought it might be and did try but that didnt change anything so i thought it must be another way of doing it -
[Solved] [1.11] GUI Drawing confusion
abused_master replied to abused_master's topic in Modder Support
so would i do a check in say my update method to check when the power say gets greater than 0 then this.markDirty();? -
[Solved] [1.11] GUI Drawing confusion
abused_master replied to abused_master's topic in Modder Support
how do i check when my data changes -
nothing really just used to show you where the file should be, show me your resources folder after you have updated it, the way you are registering your renders, and the console log
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https://gyazo.com/36874678d4866b153a1e4e4d86b351f3
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Edit, your jsons are not jsons, if you look closely you see its .json.txt it needs to be just .json