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WildHeart

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Everything posted by WildHeart

  1. With this at the moment, the problem. I can't do both(type.getMeta && withAge)
  2. So, i create: @Override public IBlockState getStateFromMeta(int meta) { return getDefaultState().withProperty(HALF, meta == 0 ? EnumCropHalf.LOWER : EnumCropHalf.UPPER); } @Override public int getMetaFromState(IBlockState state) { EnumCropHalf type = state.getValue(HALF); return type.getMeta(); } Now as I understand it, you need to create getSubBlocks?
  3. Hmm what do you suggest? To reduce the number of stages of growth?
  4. Hrm, something like that? public IBlockState getStateFromMeta(int meta) { return (meta & 1) > 0 ? this.getDefaultState().withProperty(HALF, EnumCropHalf.UPPER) : this.getDefaultState().withProperty(HALF, EnumCropHalf.LOWER); } public int getMetaFromState(IBlockState state) { return state.getValue(HALF) == EnumCropHalf.UPPER ? 1 : 0; }
  5. Don't quite understand how it should look can be an example?
  6. This video shows that after 0 the top block changes its state to lower.
  7. I have a plant that grows in the two unit, but second unit age is greater than 0 then the top block changes its blockstates with upper on lower. How to fix? Code:
  8. New problem, I set its texture to the liquid and nothing happens, as was usual with the liquid texture of water and left.
  9. Not working at all strange. In debug mode the method itself works, but the return nothing sends.
  10. So, look, it's my fluid: http://prntscr.com/e9yyi9 , I pointed out in the code, what texture/fluid should be green, but in the game I see the same texture as the water. For a basis I took the code from the repository MinecraftForge github, where everything works as it should, but the same code(without instance in the class block and liquid) does not work properly. public class FluidOil extends Fluid { public FluidOil() { super("fluidOil", new ResourceLocation("blocks/water_still"), new ResourceLocation("blocks/water_flow")); } //this method will paint the texture of water, in the specified color. @Override public int getColor() { return 0xFF00FF00; } }
  11. Why? I use the vanilla texture minecraft. Yes, and I'm more interested in the option of repainting, but then you can't leave a not working code))
  12. Hello, I made the liquid, but after loading the game and entering the world, I noticed that the fluid is the same color as regular water, although she had to change the color. My code: [spoiler=BlockOil] public class BlockOil extends BlockFluidClassic { public BlockOil(Fluid fluid, String name) { super(fluid, Material.WATER); setRegistryName(name); setUnlocalizedName(name); setCreativeTab(TabsHandler.TAB_FLUIDS); } @Override public void onBlockAdded(World world, BlockPos pos, IBlockState state) { super.onBlockAdded(world, pos, state); mergerFluids(pos, world); } @Override public void neighborChanged(IBlockState state, World world, BlockPos pos, Block neighborBlock) { super.neighborChanged(state, world, pos, neighborBlock); mergerFluids(pos, world); } private void mergerFluids(BlockPos pos, World world) { for(EnumFacing facing : EnumFacing.values()) { Block block = world.getBlockState(pos.offset(facing)).getBlock(); if(block == Blocks.WATER || block == Blocks.FLOWING_WATER) { world.setBlockState(pos.offset(facing), Blocks.STONE.getDefaultState()); } else if(block == Blocks.LAVA || block == Blocks.FLOWING_LAVA) { world.setBlockState(pos.offset(facing), Blocks.BRICK_BLOCK.getDefaultState()); } } } } [/spoiler] [spoiler=FluidOil] public class FluidOil extends Fluid { public FluidOil() { super("fluidOil", new ResourceLocation("blocks/water_still"), new ResourceLocation("blocks/water_flow")); } @Override public int getColor() { return 0xFF00FF00; } } [/spoiler] [spoiler=FluidsRegister] public class FluidsRegister { public static FluidOil OIL = new FluidOil(); public static void register() { FluidRegistry.registerFluid(OIL); } public static void registerRender() { modelLoader(BlocksRegister.OIL, "fluid"); } @SideOnly(Side.CLIENT) public static void modelLoader(final BlockFluidClassic block, final String variant) { Item fluid = Item.getItemFromBlock(block); ModelBakery.registerItemVariants(fluid); final ModelResourceLocation location = new ModelResourceLocation(block.getRegistryName(), variant); ModelLoader.setCustomMeshDefinition(fluid, new ItemMeshDefinition() { public ModelResourceLocation getModelLocation(ItemStack stack) { return location; } }); ModelLoader.setCustomStateMapper(block, new StateMapperBase() { protected ModelResourceLocation getModelResourceLocation(IBlockState state) { return location; } }); } } [/spoiler] [spoiler=BlocksRegister] public static BlockOil OIL = new BlockOil(FluidsRegister.OIL, "oil"); public static void register() { registerBlock(OIL); } private static void registerBlock(final Block block) { GameRegistry.register(block); GameRegistry.register(new ItemBlock(block).setRegistryName(block.getRegistryName())); } [/spoiler] [spoiler=ClientProxy and ServerProxy] //ClientProxy public void preInit() { super.preInit(); FluidsRegister.registerRender(); } //ServerProxy public void preInit() { FluidsRegister.register(); BlocksRegister.register(); } [/spoiler] [spoiler=Blockstates] File name: oil.json { "forge_marker": 1, "defaults": { "model": "forge:fluid", "transform": "forge:default-item" }, "variants": { "fluid": [{ "custom": { "fluid": "fluidOil" } }] } } [/spoiler]
  13. Yes, as I hadn't changed color, still in the game, nothing changes.
  14. Yep, i have a 0xFF000000 - black
  15. Hmm, why not changing the color. Although it should be. Code is still the same, only without modexample:
  16. I'm not exactly sure what I did but now it works.
  17. oil.json { "forge_marker": 1, "defaults": { "model": "forge:fluid", "transform": "forge:default-item" }, "variants": { "fluid": [{ "custom": { "fluid": "fluidOil" } }] } } FluidsRegister: public class FluidsRegister { public static Fluid OIL = new FluidOil(); public static void register() { FluidRegistry.registerFluid(OIL); } public static void registerRender() { Item fluid = Item.getItemFromBlock(BlocksRegister.OIL); ModelBakery.registerItemVariants(fluid); ModelLoader.setCustomMeshDefinition(fluid, new ItemMeshDefinition() { public ModelResourceLocation getModelLocation(ItemStack stack) { return new ModelResourceLocation("modexample:" + BlocksRegister.OIL.getRegistryName(), "fluid"); } }); ModelLoader.setCustomStateMapper(BlocksRegister.OIL, new StateMapperBase() { protected ModelResourceLocation getModelResourceLocation(IBlockState state) { return new ModelResourceLocation("modexample:" + BlocksRegister.OIL.getRegistryName(), "fluid"); } }); } } FluidOil: public class FluidOil extends Fluid { public FluidOil() { super("fluidOil", new ResourceLocation("blocks/water_still"), new ResourceLocation("blocks/water_flow")); } @Override public int getColor() { return 0xFF00FF00; } } BlockOil: public class BlockOil extends BlockFluidClassic { public BlockOil(Fluid fluid, String name) { super(fluid, Material.WATER); setRegistryName(name); setUnlocalizedName(name); setCreativeTab(TabsHandler.TAB_FLUIDS); } } Registers: public static Block OIL = new BlockOil(FluidsRegister.OIL, "oil"); public static void register() { registerBlock(OIL); }
  18. Errors:\
  19. Still not working.
  20. 5-10 minutes ago added, look: { "forge_marker": 1, "defaults": { "model": "forge:fluid", "transform": "forge:default-item" }, "variants": { "fluid": [{ "custom": { "fluid": "fluidOil" } }] } }
  21. Actually, I followed this example: link model, link fluid As I see it, TestFluidBlock specified in the custom is: fluid=testfluid
  22. And how should it be?

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