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MCrafterzz

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Everything posted by MCrafterzz

  1. 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
  2. Can you give me the code because the isn't any methoud canConnectToRedstone to override in the bloxk class that it extends
  3. 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.
  4. 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; } }
  5. 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.
  6. 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
  7. I know what code that needs to be changed in the redstone class, I just need to override it in some way.
  8. Proberly, is there a way to fix that?
  9. Noone have no idea how redstone works?
  10. 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
  11. Thank you so much!
  12. Oh I mean a program that creates the files: blockstate json, blockmodel json and item model json
  13. 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).
  14. What? I gavs it a model for a block. It works for my other blocks. Isn't Item.getItemFromBlock the best thing to use?
  15. Why is unlocalized name bad?
  16. 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")); }
  17. 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
  18. 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
  19. 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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