
MCrafterzz
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Everything posted by MCrafterzz
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[1.9.4] Redstone connecting to custom bluestone
MCrafterzz replied to MCrafterzz's topic in Modder Support
Ok, I'll test it -
[1.9.4] Redstone connecting to custom bluestone
MCrafterzz replied to MCrafterzz's topic in Modder Support
So is it impossible ; c -
[1.9.4] Redstone connecting to custom bluestone
MCrafterzz replied to MCrafterzz's topic in Modder Support
Thank you it now doesn't connect to redstone but now I have a bigger problem it doesn't connect to it self. How should I change the code so it doesn't check if the block can connect to redstone -
[1.9.4] Redstone connecting to custom bluestone
MCrafterzz replied to MCrafterzz's topic in Modder Support
Can you give me the code because the isn't any methoud canConnectToRedstone to override in the bloxk class that it extends -
[1.9.4] Redstone connecting to custom bluestone
MCrafterzz replied to MCrafterzz's topic in Modder Support
And how do I do that -
[1.9.4] Redstone connecting to custom bluestone
MCrafterzz replied to MCrafterzz's topic in Modder Support
The problem is that REDSTONE connect to bluestone not that bluestone connects to redstone, so that problem is that I can't change the redstone class. -
[1.9.4] Redstone connecting to custom bluestone
MCrafterzz replied to MCrafterzz's topic in Modder Support
I don't want it to connect to my block. protected static boolean canConnectTo(IBlockState blockState, @Nullable EnumFacing side, IBlockAccess world, BlockPos pos) { Block block = blockState.getBlock(); if (block == ModElements.bluestone_wire) { return true; } else if (Blocks.UNPOWERED_REPEATER.isSameDiode(blockState)) { EnumFacing enumfacing = (EnumFacing) blockState.getValue(BlockRedstoneRepeater.FACING); return enumfacing == side || enumfacing.getOpposite() == side; } if (block == Blocks.REDSTONE_WIRE) { return false; } else { return false; } } -
Why do you use 1.7.10! Update to 1.9, because otherwise I don't think you will get so much help because the most people have updated.
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[1.9.4] Redstone connecting to custom bluestone
MCrafterzz replied to MCrafterzz's topic in Modder Support
I created a new redstone class ModRedstone and added this code: Blocks.REDSTONE_DUST = new ModRedstone() But I gave me this error message: Can't convert from ModRedstone to BlockRedstone -
[1.9.4] Redstone connecting to custom bluestone
MCrafterzz replied to MCrafterzz's topic in Modder Support
I know what code that needs to be changed in the redstone class, I just need to override it in some way. -
[1.9.4] Redstone connecting to custom bluestone
MCrafterzz replied to MCrafterzz's topic in Modder Support
Proberly, is there a way to fix that? -
[1.9.4] Redstone connecting to custom bluestone
MCrafterzz replied to MCrafterzz's topic in Modder Support
Added pastebin link -
[1.9.4] Redstone connecting to custom bluestone
MCrafterzz replied to MCrafterzz's topic in Modder Support
Noone have no idea how redstone works? -
Hello, I have made a custom redstone named bluestone. It works perfectly except that it connect to redstone. Please reply if you know a sollution for this problem. My code: http://pastebin.com/a3hPY4BF
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Thank you so much!
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Oh I mean a program that creates the files: blockstate json, blockmodel json and item model json
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Hello, I'm searching for a json creator program but I only find programs for 1.8 and they don't work (because json have changed).
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Why is unlocalized name bad?
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You mean "register renders"? Ive done this: registerRenderBlock(bluestone_wire); public static void registerRenderBlock(Block block) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(block), 0, new ModelResourceLocation( Reference.modid + ":" + Item.getItemFromBlock(block).getUnlocalizedName().substring(5), "inventory")); }
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Hello I'm trying to make custom redstone called bluestone. This is what I've done so far: public class ModBluestone extends BlockRedstoneWire { public ModBluestone() { this.setSoundType(SoundType.STONE); this.setResistance(1F); this.setHardness(3F); } public static boolean canConnectTo(IBlockState blockState, EnumFacing side, IBlockAccess world, BlockPos pos) { Block block = blockState.getBlock(); if (block == ModElements.bluestone_wire) { return true; } else if (Blocks.UNPOWERED_REPEATER.isSameDiode(blockState)) { EnumFacing enumfacing = (EnumFacing) blockState.getValue(BlockRedstoneRepeater.FACING); return enumfacing == side || enumfacing.getOpposite() == side; } else { return blockState.getBlock().canConnectRedstone(blockState, world, pos, side); } } @Override public Item getItemDropped(IBlockState state, Random rand, int fortune) { return Item.getItemFromBlock(ModElements.bluestone_wire); } @Override public ItemStack getItem(World worldIn, BlockPos pos, IBlockState state) { return new ItemStack(Item.getItemFromBlock(ModElements.bluestone_wire)); } @SideOnly(Side.CLIENT) public static int colorMultiplier(int p_176337_0_) { return 0; } public int getRenderType() { return 1; } } I've registered it and everything like a normal block. blockstates: { "multipart": [ { "when": { "OR": [ {"north": "none", "east": "none", "south": "none", "west": "none"}, {"north": "side|up", "east": "side|up" }, {"east": "side|up", "south": "side|up" }, {"south": "side|up", "west": "side|up"}, {"west": "side|up", "north": "side|up"} ]}, "apply": { "model": "mm:bluestone_dot" } }, { "when": { "OR": [ { "north": "side|up" }, { "north": "none", "east": "none", "south": "side|up", "west": "none" } ]}, "apply": { "model": "mm:bluestone_side0" } }, { "when": { "OR": [ { "south": "side|up" }, { "north": "side|up", "east": "none", "south": "none", "west": "none" } ]}, "apply": { "model": "mm:bluestone_side_alt0" } }, { "when": { "OR": [ { "east": "side|up" }, { "north": "none", "east": "none", "south": "none", "west": "side|up" } ]}, "apply": { "model": "mm:bluestone_side_alt1", "y": 270 } }, { "when": { "OR": [ { "west": "side|up" }, { "north": "none", "east": "side|up", "south": "none", "west": "none" } ]}, "apply": { "model": "mm:bluestone_side1", "y": 270 } }, { "when": { "north": "up" }, "apply": { "model": "mm:bluestone_up" } }, { "when": { "east": "up" }, "apply": { "model": "mm:bluestone_up", "y": 90 } }, { "when": { "south": "up" }, "apply": { "model": "mm:bluestone_up", "y": 180 } }, { "when": { "west": "up" }, "apply": { "model": "mm:bluestone_up", "y": 270 } } ] } It's copyed from redstone. I've created all those block models a example (bluestone_up): { "ambientocclusion": false, "textures": { "particle": "mm:blocks/bluestone_dust_dot", "line": "mm:blocks/bluestone_dust_line0", "overlay": "mm:blocks/bluestone_dust_overlay" }, "elements": [ { "from": [ 0, 0, 0.25 ], "to": [ 16, 16, 0.25 ], "shade": false, "faces": { "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#line", "tintindex": 0 } } }, { "from": [ 0, 0, 0.25 ], "to": [ 16, 16, 0.25 ], "shade": false, "faces": { "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay" } } } ] } They are also copyed from redstone. The problem is that it doesn't render when placed. I think it needs some sort of custom renderer, but I can't find any for redstone so I don't know. Please help if you know a sullution. Sorry for my English it's not my first language
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Hello I'm trying to make custom redstone called bluestone. This is what I've done so far: public class ModBluestone extends BlockRedstoneWire { public ModBluestone() { this.setSoundType(SoundType.STONE); this.setResistance(1F); this.setHardness(3F); } public static boolean canConnectTo(IBlockState blockState, EnumFacing side, IBlockAccess world, BlockPos pos) { Block block = blockState.getBlock(); if (block == ModElements.bluestone_wire) { return true; } else if (Blocks.UNPOWERED_REPEATER.isSameDiode(blockState)) { EnumFacing enumfacing = (EnumFacing) blockState.getValue(BlockRedstoneRepeater.FACING); return enumfacing == side || enumfacing.getOpposite() == side; } else { return blockState.getBlock().canConnectRedstone(blockState, world, pos, side); } } @Override public Item getItemDropped(IBlockState state, Random rand, int fortune) { return Item.getItemFromBlock(ModElements.bluestone_wire); } @Override public ItemStack getItem(World worldIn, BlockPos pos, IBlockState state) { return new ItemStack(Item.getItemFromBlock(ModElements.bluestone_wire)); } @SideOnly(Side.CLIENT) public static int colorMultiplier(int p_176337_0_) { return 0; } public int getRenderType() { return 1; } } I've registered it and everything like a normal block. blockstates: { "multipart": [ { "when": { "OR": [ {"north": "none", "east": "none", "south": "none", "west": "none"}, {"north": "side|up", "east": "side|up" }, {"east": "side|up", "south": "side|up" }, {"south": "side|up", "west": "side|up"}, {"west": "side|up", "north": "side|up"} ]}, "apply": { "model": "mm:bluestone_dot" } }, { "when": { "OR": [ { "north": "side|up" }, { "north": "none", "east": "none", "south": "side|up", "west": "none" } ]}, "apply": { "model": "mm:bluestone_side0" } }, { "when": { "OR": [ { "south": "side|up" }, { "north": "side|up", "east": "none", "south": "none", "west": "none" } ]}, "apply": { "model": "mm:bluestone_side_alt0" } }, { "when": { "OR": [ { "east": "side|up" }, { "north": "none", "east": "none", "south": "none", "west": "side|up" } ]}, "apply": { "model": "mm:bluestone_side_alt1", "y": 270 } }, { "when": { "OR": [ { "west": "side|up" }, { "north": "none", "east": "side|up", "south": "none", "west": "none" } ]}, "apply": { "model": "mm:bluestone_side1", "y": 270 } }, { "when": { "north": "up" }, "apply": { "model": "mm:bluestone_up" } }, { "when": { "east": "up" }, "apply": { "model": "mm:bluestone_up", "y": 90 } }, { "when": { "south": "up" }, "apply": { "model": "mm:bluestone_up", "y": 180 } }, { "when": { "west": "up" }, "apply": { "model": "mm:bluestone_up", "y": 270 } } ] } It's copyed from redstone. I've created all those block models a example (bluestone_up): { "ambientocclusion": false, "textures": { "particle": "mm:blocks/bluestone_dust_dot", "line": "mm:blocks/bluestone_dust_line0", "overlay": "mm:blocks/bluestone_dust_overlay" }, "elements": [ { "from": [ 0, 0, 0.25 ], "to": [ 16, 16, 0.25 ], "shade": false, "faces": { "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#line", "tintindex": 0 } } }, { "from": [ 0, 0, 0.25 ], "to": [ 16, 16, 0.25 ], "shade": false, "faces": { "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay" } } } ] } They are also copyed from redstone. The problem is that it doesn't render when placed. I think it needs some sort of custom renderer, but I can't find any for redstone so I don't know. Please help if you know a sullution. Sorry for my English it's not my first language
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1. I know how to create logs and leaves but how do you make them to a tree? How do you generate the tree in your world? 2. I know how to make leaves but how do I make it randomly placing fruit?