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CheshirZ

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Tree Puncher

Tree Puncher (2/8)

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  1. I'm the idiot, I forgot about reg models =\ Thank you! If I get some trouble I post them her!
  2. Not all is Ok. Block do not rendering in inventory. And I'm question: How I do my leaves connected with my log?(sustain) Sorry, I be latter.
  3. Ok. I codding rubber leaves. Her Is code. package cheshirX.highEnergetics.blocks.block; import java.util.List; import java.util.Random; import cheshirX.highEnergetics.HighEnergetics; import net.minecraft.block.Block; import net.minecraft.block.BlockLeaves; import net.minecraft.block.BlockPlanks; import net.minecraft.block.properties.PropertyInteger; import net.minecraft.block.state.BlockStateContainer; import net.minecraft.block.state.IBlockState; import net.minecraft.client.Minecraft; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Blocks; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemBlock; import net.minecraft.item.ItemStack; import net.minecraft.stats.StatList; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.BlockRenderLayer; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; public class BlockRubberLeaves extends BlockLeaves { public static final PropertyInteger LEVEL = PropertyInteger.create("level", 0, 15); public BlockPlanks.EnumType type; public ItemBlock item; public BlockRubberLeaves() { super(); setRegistryName("rubber_leaves"); setUnlocalizedName("rubber_leaves"); setCreativeTab(HighEnergetics.tabHEI); //setDefaultState(this.blockState.getBaseState()/*.withProperty(LEVEL, new Integer(0))*/); type = BlockPlanks.EnumType.OAK; } @Override protected void dropApple(World worldIn, BlockPos pos, IBlockState state, int chance) { if((type == BlockPlanks.EnumType.OAK || type == BlockPlanks.EnumType.DARK_OAK) && worldIn.rand.nextInt(chance) == 0) { spawnAsEntity(worldIn, pos, new ItemStack(Items.apple)); } } @Override protected int getSaplingDropChance(IBlockState state) { return type == BlockPlanks.EnumType.JUNGLE ? 40 : super.getSaplingDropChance(state); } @Override protected ItemStack createStackedBlock(IBlockState state) { return new ItemStack(Item.getItemFromBlock(this), 1, type.getMetadata()); } /** * Convert the given metadata into a BlockState for this Block */ @Override public IBlockState getStateFromMeta(int meta) { return this.getDefaultState()/*.withProperty(LEVEL, new Integer(meta))*/; } /** * Convert the BlockState into the correct metadata value */ @Override public int getMetaFromState(IBlockState state) { return 0;//state.getValue(LEVEL).intValue(); } @Override public BlockPlanks.EnumType getWoodType(int meta) { return BlockPlanks.EnumType.OAK; } @Override protected BlockStateContainer createBlockState() { return new BlockStateContainer(this/*, LEVEL*/); } /** * Gets the metadata of the item this Block can drop. This method is called * when the block gets destroyed. It returns the metadata of the dropped * item based on the old metadata of the block. */ @Override public int damageDropped(IBlockState state) { return 0; } @Override public void harvestBlock(World worldIn, EntityPlayer player, BlockPos pos, IBlockState state, TileEntity te, ItemStack stack) { if(!worldIn.isRemote && stack != null && stack.getItem() == Items.shears) { player.addStat(StatList.func_188055_a(this)); } else { super.harvestBlock(worldIn, player, pos, state, te, stack); } } @Override public List<ItemStack> onSheared(ItemStack itemStack, net.minecraft.world.IBlockAccess world, BlockPos pos, int fortune) { Block block = type.getMetadata() < 4 ? Blocks.leaves : Blocks.leaves2; int meta = type.getMetadata() % 4; return java.util.Arrays.asList(new ItemStack(block, 1, meta)); } /** * Just here to prevent BlockLeaves's updateTick from running. */ @Override public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand) { // } /** * Just here to prevent BlockLeaves's beginLeavesDecay from running. */ @Override public void beginLeavesDecay(IBlockState state, World world, BlockPos pos) { // } @Override @SideOnly(Side.CLIENT) public BlockRenderLayer getBlockLayer() { return Minecraft.isFancyGraphicsEnabled() ? BlockRenderLayer.CUTOUT_MIPPED : BlockRenderLayer.SOLID; } /** * Used to determine ambient occlusion and culling when rebuilding chunks for render */ @Override public boolean isOpaqueCube(IBlockState state) { return !Minecraft.isFancyGraphicsEnabled(); } }
  4. I made the leaves, they are transparent, but I do not know how to do what they would have kept on my tree and dropped my sapling.
  5. Now, I'm working on the mod. I need to add your tree, wood blocks, respectively, are necessary for him, leaves and seedlings. The log is ready, now I suffer doing foliage. I ask your help forum as it to make?
  6. You tall about ItemStack copy() method?
  7. Ou, you are long code. But, why? On this site is guide easier, and it work on 1.9. The site - http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-8/world-generation/
  8. And a few information. Then damaged tool is staing in crafting grid, It are the icon and the zero sub.
  9. Good day. I have a problem! When I add the recipe to craft an instrument, it works well. But when I take a damaged tool from the crafting grid disappears Is code of tool: And of recipe: I want tool like hammer from IC2
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