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Having a mod compatible with 1.9/1.10 without a new file.
That right there answers my question, I didn't know that both values needed to be inside the brackets.
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Having a mod compatible with 1.9/1.10 without a new file.
Let me rephrase, I'm running a 1.9.4 workspace and I'm co-writing a 1.10.2 mod. Instead of constantly changing the version to 1.9.4 because that line states 1.10.2 is required, what could I add to make it so the mod will run without changing the version?
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Having a mod compatible with 1.9/1.10 without a new file.
So, if at all possible, could this be done in the same line? @Mod(modid = Reference.MOD_ID, name = Reference.NAME, version = Reference.VERSION, acceptedMinecraftVersions = "[1.9.4]") I tried adding a comma, a dash, even a forward slash. but none of that actually worked.
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[1.10.2/1.9.4] Adding a sapling (texture only)
I have a feeling I am doing this all wrong because I can't seem to understand what exactly needs to be done with IStateMapper
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[1.10.2/1.9.4] Adding a sapling (texture only)
So I'd have to create the IStateMapper in the class file for the sapling it's self? to be completely honest I don't understand any of that. Or where it should/could go.
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A question about Blockstates(1.10.2)
This isn't the case. It's entirely possible to have a Block with no Item form (e.g. air, water and lava) or an Item that isn't a standard ItemBlock (e.g. cake, sugar cane). If a Block has no Item form, it simply can't exist in inventories. See, I stand corrected! Thanks for the explanation.
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[1.10.2/1.9.4] Adding a sapling (texture only)
http://pastebin.com/PxsynnD5 This should help
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A question about Blockstates(1.10.2)
You also have to remember that Minecraft bases everything off items, not blocks. (Correct me if I'm wrong but I believe you can't create a block without an item for said block as well.) And that is because every block has to be able to go into an inventory (chest, furnace, hopper, character, etc.) That probably doesn't help any errors you are encountering but it is the best explanation I can give.
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[1.10.2/1.9.4] Adding a sapling (texture only)
So, I have been collaborating on a mod for about a week now, and we are still working on simple resources. However, trying to add a textured sapling has been MURDERING our brains. A.) The sapling block is implemented and initialized. B.)it has no texture C.) we have no idea how to get the 'vanilla' sapling look. (where the textures cross eachother like all other plants) Blockstate .json: { "variants": { "normal": { "model": "glorious:shinySapling" } } } Models Block .json: { "parent": "block/cross", "textures": { "cross": "glorious:blocks/shinySapling" } } BlockShinySapling.java http://pastebin.com/Qag6dWZz
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[Solved]Error With setupDecompworkspace at recompile phase [Gradle/Eclipse]
So, because it didn't actually exist that was one of the things I needed to add into the variables completely. like this: is that correct?
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[Solved]Error With setupDecompworkspace at recompile phase [Gradle/Eclipse]
Alright, so how would I go about fixing that?
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[Solved]Error With setupDecompworkspace at recompile phase [Gradle/Eclipse]
* What went wrong: Execution failed for task ':recompileMc'. > Unable to find a javac compiler; com.sun.tools.javac.Main is not on the classpath. Perhaps JAVA_HOME does not point to the JDK. It is currently set to "C:\Program Files\Java\jre1.8.0_91" However straightforward that error is, my pathing is spot on(windows 10): C:\ProgramData\Oracle\Java\javapath;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files (x86)\Java\jdk1.8.0_91\bin;C:\Program Files (x86)\Java\jre1.8.0_91\bin And I've already restarted a few times just in case. SOLUTION: Create a JAVA_HOME path and path it to the JDK. Thank you @Choonster
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