
blahblahbal
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Everything posted by blahblahbal
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Updating Forge fixed that method not existing. It did not, however, fix the bucket problem. When I right click the bucket I registered as an item on the ground, nothing except it 'bouncing' happens (the thing that happens when you would normally place a block, but happens with them if you're occupying the location of the block you're trying to place). I tried putting the mixing methods in ModFluids and making that class extend BlockLiquid, but that didn't work. Should those methods go somewhere other than in ModFluids?
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That mostly worked, but I can't get the bucket to work. It also broke the vanilla buckets when I added my bucket. FluidRegistry.addBucketForFluid() didn't work(as in, it doesn't exist in FluidRegistry). I had to use FluidContainerRegistry.registerFluidContainer(). For some reason it (adding a fluid the way you did it) also conflicts with another mod I'm using, the xray mod by AmbientOcclusion. I really have no clue why it would conflict, but I guess that's because I can't see the source for that mod. EDIT: The liquid also flows weirdly with water. I wanted it to make cobblestone when it hits water in any way (like lava hitting water) and another block when it hits lava (in any way).
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I've run into a problem creating a custom fluid, and since there are no 1.8.9 tutorials (that I know of... if there are, please point me there) for doing that, I have no recourse but to post here. I followed the 1.7.2 tutorial for it (this one), but the log says that there should be model files for my fluid. I have no point of reference in doing this because vanilla apparently has no model jsons for lava or water (at least, that I can find). Anyway, what's happening is that the fluid flows just fine, it just doesn't have the proper texture in either the inventory or in the world. If I should post code, I'll be glad to, but I'm not sure it's necessary since I followed the aforementioned 1.7.2 tutorial as closely as I could. Any assistance would be greatly appreciated.
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First let me make it known that I know it is impossible to set the light level of a block to greater than 15 and have it work properly (that is, emit more light). But is it possible to 'slow down' the dissipation of light? That is, force the game to, with a certain block, set the light level like so: Etc, etc, until it reaches nothing. I'm almost positive I've seen something like this before in a mod a while back, but I can't remember for sure.
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[1.8.9] Custom crafting station (Catalyzer) not working
blahblahbal replied to blahblahbal's topic in Modder Support
Alright... what's going on? I feel like this thread is being ignored, and by extension, I feel like I'm being ignored. I see replies coming in for other threads. I won't learn by following outdated, incomplete, or irrelevant tutorials. I came here because I want to learn more about modding with Forge. I can't do that if no one will help me figure out what's wrong. I realize that it's possible that no one knows what's wrong, but I highly doubt that seeing all the intelligent people here. All the tutorials I've looked at are either incomplete or too complex (by that I mean the functionality is much too fancy/complex, not the code). Anyway, if anyone knows the solution or can see what's wrong with my code, please reply. Thanks. P.S. I don't mean to sound rude or anything, so I apologize if I do sound that way. -
[1.8.9] Custom crafting station (Catalyzer) not working
blahblahbal replied to blahblahbal's topic in Modder Support
Alright, I've made some progress, but... It's still not showing the crafting result. It's also messing up the inventory when I shift-click things. I've updated the repo to the latest version of the code I have. Anyone see anything that I've missed? -
[1.8.9] Custom crafting station (Catalyzer) not working
blahblahbal replied to blahblahbal's topic in Modder Support
Well, it looks like I'm gonna have to make a liar out of myself. I ran out of ideas, and it still doesn't work. I'm stumped again... . EDIT: Sorry about the triple post; I just don't know what to do. Seems like Minecraft modding is more complex than Terraria modding. -
[1.8.9] Custom crafting station (Catalyzer) not working
blahblahbal replied to blahblahbal's topic in Modder Support
Alright, looks like I've hit a roadblock again. Currently, it allows the items to be put in the slots, but nothing appears in the result slot. I just pushed the most recent files to the github repo. I have a couple ideas on what to check, so I'll keep working (I never stop) until either I find what's wrong or someone else does. -
[1.8.9] Custom crafting station (Catalyzer) not working
blahblahbal replied to blahblahbal's topic in Modder Support
Oh geez I'm stupid :v. Now I've got a couple other problems with it, but I'll see if I can work them out before I post the problem(s) here. -
[1.8.9] Custom crafting station (Catalyzer) not working
blahblahbal posted a topic in Modder Support
Hey, so I've got a new problem (I know what you're thinking, when do I not have a new problem). It's that my Catalyzer won't open when I right click it (more to the point, it opens and instantly closes again). I based it first on MinecraftByExample's TurboFurnace, but then I modified it to be more similar to ContainerWorkbench in vanilla. Here's the repo: https://github.com/blahblahbal/Blah-s-Minecraft-Mod Basically what the Catalyzer does is this: -Take an item (in the input slot) and check if the item is able to be catalyzed; if not, don't show anything. -If it is catalyzable, then check if the catalyst 1 slot has sulphur in it; then check if it needs something in the catalyst 2 slot. -If everything checks out, display the catalyzed item/block, able to be clicked on and picked up onto the mouse. It's really just a crafting table, but a little different. Anyone know what's going on? See reply #3 for current problem. -
I can't seem to find any information on armor model code. I understand it uses LayerArmorBase, but that's all I know. Is there an example somewhere? Or... does vanilla use similar code?
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[1.8.9] [Forge 1722] Custom ore not generating
blahblahbal replied to blahblahbal's topic in Modder Support
Yay, that worked. Thanks. And I hadn't thought about the topic change thing... I'll remember that. I guess I'm off to make a thread about armor model code. Man, the tutorials out the are really outdated/incomplete... -
[1.8.9] [Forge 1722] Custom ore not generating
blahblahbal replied to blahblahbal's topic in Modder Support
Yeah, I think I found that thread. Unfortunately it wasn't helpful because the person never posted their solution. Anyway, I think what's happening is it's trying to replace stone, which doesn't work in the nether. I came to this conclusion because I added another ore; one that generates in the overworld, and it generates just fine. Also (on a completely unrelated note) where would one find the default armor model json files? -
[1.8.9] [Forge 1722] Custom ore not generating
blahblahbal replied to blahblahbal's topic in Modder Support
Fixed the above, now I've got a custom ore gen problem . I'm (obviously) new to Minecraft modding, but I'd like to learn. Most of the tutorials (that I've found, that is) out there either don't cover ore gen or are outdated. -
[1.8.9] [Forge 1722] Custom ore not generating
blahblahbal replied to blahblahbal's topic in Modder Support
Yeah, got that much =P. I think it might have something to do with how tadaniteOre is of type ModBlockOre, and that isn't BasicBlock. Hang on... is it possible to make ModBlockOre extend BasicBlock and still be inheriting everything Block has? If so, then there's the solution. Then again... hmm. I don't have the code in front of me at the moment; I'll experiment tomorrow. -
[1.8.9] [Forge 1722] Custom ore not generating
blahblahbal replied to blahblahbal's topic in Modder Support
Woo, it shows the textures now. But... now there's another problem... My world generator errors on load, java.lang.NoSuchFieldError: tadaniteOre. Guess I should take this to another topic though. Unless, of course, it's better I just redo this topic. -
[1.8.9] [Forge 1722] Custom ore not generating
blahblahbal replied to blahblahbal's topic in Modder Support
That's not very specific... Which file? Again, the log now shows no errors whatsoever, yet the textures still show up missing. (I think I know which file you mean, though, and yeah, I changed it. It actually was already the correct name (I think)) -
[1.8.9] [Forge 1722] Custom ore not generating
blahblahbal replied to blahblahbal's topic in Modder Support
Hate to double-post, but I'm not sure if the forum software updates alerts/whatever if you edit and quote. Uploaded to github, https://github.com/blahblahbal/Blah-s-Minecraft-Mod -
[1.8.9] [Forge 1722] Custom ore not generating
blahblahbal replied to blahblahbal's topic in Modder Support
Yeah, I fixed that... It now gives me no errors, but still doesn't show the textures. I'm convinced it must be something in the code, not the jsons. I just don't know where it is. -
[1.8.9] [Forge 1722] Custom ore not generating
blahblahbal replied to blahblahbal's topic in Modder Support
Well... the json is in the exact same format as the other jsons for my blocks. In fact, I copy-pasted the first one and edited it to match for Tadanite Ore. So why isn't it throwing an error on the other two? Hmm.... EDIT: What... I redid the copy-paste... now it's not giving me ANY errors in the log... Also I should probably edit the first post to say I'm using Forge 1722 and MC 1.8.9. -
I've run into another problem, this time with my custom ore. It's not generating, but I don't get any errors in the log. Here's the repo on GitHub: https://github.com/blahblahbal/Blah-s-Minecraft-Mod I've tried everything I can think of, but nothing works. Some things I tried made it worse. Fortunately, I've fixed the first two problems I ran into (missing textures, no such field 'tadaniteOre').