Everything posted by MCrafterzz
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[1.9.4] Redstone connecting to custom bluestone
Ok, I'll test it
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[1.9.4] Redstone connecting to custom bluestone
So is it impossible ; c
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[1.9.4] Redstone connecting to custom bluestone
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
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[1.9.4] Redstone connecting to custom bluestone
Can you give me the code because the isn't any methoud canConnectToRedstone to override in the bloxk class that it extends
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[1.9.4] Redstone connecting to custom bluestone
And how do I do that
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[1.9.4] Redstone connecting to custom bluestone
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.
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[1.9.4] Redstone connecting to custom bluestone
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; } }
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How to create Wings [1.7.10]
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
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
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[1.9.4] Redstone connecting to custom bluestone
I know what code that needs to be changed in the redstone class, I just need to override it in some way.
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[1.9.4] Redstone connecting to custom bluestone
Proberly, is there a way to fix that?
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[1.9.4] Redstone connecting to custom bluestone
Added pastebin link
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[1.9.4] Redstone connecting to custom bluestone
Noone have no idea how redstone works?
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[1.9.4] Redstone connecting to custom bluestone
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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Any json creators for 1.9.4?
Thank you so much!
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Any json creators for 1.9.4?
Oh I mean a program that creates the files: blockstate json, blockmodel json and item model json
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Any json creators for 1.9.4?
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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[1.9.4] Custom redstone help (I've already created it but I have problems)
Ok How should i register a block then?
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[1.9.4] Custom redstone help (I've already created it but I have problems)
What? I gavs it a model for a block. It works for my other blocks. Isn't Item.getItemFromBlock the best thing to use?
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[1.9] [SOLVED] Registering Items
Why is unlocalized name bad?
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[1.9.4] Custom redstone help (I've already created it but I have problems)
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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[1.9.4] Custom redstone help (I've already created it but I have problems)
None has a sollution??
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[1.9.4] Custom redstone help (I've already created it but I have problems)
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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[1.9.4] Custom redstone help (I've already created it but I have problems)
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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[1.9.4] Fruit tree
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?
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