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Paradoxicalblock

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Posts posted by Paradoxicalblock

  1. I'm wondering if there is a dedicated event that runs every time the time changes to sunrise. I wanted to have some code that fired once every Minecraft day, but felt like it would be a bad idea for a check to see what time it is to be running every single tick. Seemed like it would put too much strain on the server. I've seen this done before with Animania, since said mod's roosters crow when the time turns to sunrise so I know reacting to sunrise is possible... I'm just not sure how.

  2. So, I was wondering if it was possible to create tanks or the like for Minecraft 1.8. I'm working on a tech mod, since there don't seem to be too many for Minecraft at the moment... At least, not on Curse. I'd like to make a steam generator that consumes coal and water, and produces power. Thanks!

  3. Ahhhhhh. OK, I thought BlockFluidFinite was for things like lava, whereas BlockFluidClassic was for things like water. Something that wouldn't form infinite pools, vs something that would. Thanks! Anyway, go ahead and mark this one as solved. Seems like my bio-engineering mod is well on its way to completion!

  4. Hm. Seems like it's immediately collapsing to minimum height, after the block has been placed. Unless there's been a significant change in how fluids flow, I'm reasonably certain this isn't supposed to be happening.

     

    EDIT: Here's the code, should've posted this in the first place.

     

     

     public class BoneChemBlock extends BlockFluidFinite {
    public static Fluid ossideflowinstance = new BoneChemFluid();
    public static Material ossidematerial = new BoneChemMat();
    public BoneChemBlock(Fluid fluid, Material material) {
    	super(fluid, material);
    	this.setUnlocalizedName("ossideblock");
    	this.setCreativeTab(BioTab.bioTab);
    	this.setDefaultState(blockState.getBaseState().withProperty(LEVEL, 7));
    }
    @Override
    public int getRenderType()
    {
    	return 3;
    }
    public BoneChemBlock()
    {
    	this(ossideflowinstance, ossidematerial);
    }
    } 

     

  5. So, I've been trying to figure out how to implement a custom liquid. I seem to be doing well so far, albeit it's displaying water instead of my custom liquid and the water is at the minimum level. Anyone have any ideas what's going on here? Here's my current liquid registry and building code

     

     

    public class BioFluids {
    public static Fluid ossidefluid;
    public static BlockFluidFinite ossideblock;
    static Item ossideitem;
    static ModelResourceLocation ossideLocation = new ModelResourceLocation(Main.MODID + ":" + "ossideblock");
    public static void createFluids()
    {
    	FluidRegistry.registerFluid(ossidefluid = new BoneChemFluid());
    	ossideblock = new BoneChemBlock();
    	GameRegistry.registerBlock(ossideblock, "ossideblock");
    	ossideitem = Item.getItemFromBlock(ossideblock);
    	ModelBakery.addVariantName(ossideitem);
    	ModelLoader.setCustomMeshDefinition(ossideitem, new ItemMeshDefinition() {
                public ModelResourceLocation getModelLocation(ItemStack stack)
                {
                    return ossideLocation;
                }
            });
    	ModelLoader.setCustomStateMapper(ossideblock, new StateMapperBase()
            {
                protected ModelResourceLocation getModelResourceLocation(IBlockState state)
                {
                    return ossideLocation;
                }
            });
    }
    }

     

     

    Any thoughts? Granted, it's likely fairly clumsy but I figured it was worth asking about.

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