Everything posted by Komodo2013
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[MC 1.10] A few Issues with slabs
Alright, so I've realized that the block that I am using is the standard block. I also fixed most things, but I still have four issues that I can't seem to resolve: The slabs do not stack, The block is not saving its metadata (I think... It reverts to the bottom slab if reloaded) The inventory item has no texture and is not showing in the creative inventory (registration problem, right?) But the game no longer crashes, so that's a plus. The game is also placing marble_slab blocks, not marble_single_slab. I don't know if this is a problem or not. Updated codes: Blocks File: MarbleSlab: MarbleDoubleSlab: MarbleSingleSlab: MarbleSlabItem: marble_slab.json (marble_single_slab.json is the same, but the game is not using it):
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[MC 1.10] A few Issues with slabs
I'm sorry... I've tried setting the unlocalized name and it is still crashing with the null pointer exception. Is this not where I would set it?
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[MC 1.10] A few Issues with slabs
Right, sorry... As I try to debug, I occasionally change names of things as I re-do them. But that doesn't fix the null pointer exception...
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[MC 1.10] A few Issues with slabs
I could really use some help creating this slab. I have tried moving the itemSlab as the last thing, and it is still not working. I don't see why Forge can't find the unlocalized name for the single slab block. *Edit: just noticed I didn't post the error eclipse gave me: http://pastebin.com/Fm7JgAz0
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Gui icon for stairs is rotated 90 deg
Alright, fixed the issue... Turns out, all you need to do is to keep the meta at 0 and remove ("transform": "forge:default-block") from your .json file.
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Gui icon for stairs is rotated 90 deg
I must have done something wrong, as now it doesn't show any texture or model for the icon. Stair: ClientProxy:
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Gui icon for stairs is rotated 90 deg
Sorry I wasn't clear, the image for the item for the stairs is rotated about the y-axis by 90(or 270) degrees from what it should be. (sorry, I would post an image, but I am failing to find how to upload images)
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Gui icon for stairs is rotated 90 deg
There should be a simple fix for this, like a forge transformation for the block. Everything is working just fine, except that the icon for the stair is rotated 90 degrees, the inventory icon that is. In all other aspects, including handheld and 3rd person it is identical to vanilla stairs.
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[MC 1.10] A few Issues with slabs
I've got the following issues with my slab: They won't stack. The metadata isn't being saved (upper slabs revert to lower once reloaded) The item has no texture. (no info in log though, and all 3 blocks have their textures) The double slab block won't drop two slabs - tried to fix this one by using the ItemSlab, which crashes the game. Blocks class: Slab and Double Slab class: .json files: And crash report for the code above: http://pastebin.com/zbr1jygH
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[MC 1.10.2] Extended TNT block does not blow up when fire destroys it.
They pass type "IBlockAccess", not type "World". *NVM just casted IBlockAccess to World and it worked perfectly. It now explodes when on fire! *Here's the code that is working:
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[MC 1.10.2] Extended TNT block does not blow up when fire destroys it.
Thank you! That helps. I've overriden those functions, but have encountered another issue... I don't see a way to either set its EXPLODE boolean to true, or to create the explosion. I need the World in order to create an explosion. Obviously I forgot that tnt extended block, is there something else I'm missing?
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[MC 1.10.2] World Generator is not doing any despite being called
Since I changed the infinite loop, and still had it crash, I thought that cx, which obtains its value from the bit shift, was the problem. (The best tutorial I could find used chunkx*16 method of finding the cords, and his worked). What you didn't see was the version were I changed all cx to chunkx*16 or commented them out. Once it started to work, I uncommented the references to cx, and simply haven't changed chunkx*16 to cx as this generator is a dummy generator, and thus I will be altering a different generator class. (I removed the actual generator out of the package so its presence didn't affect anything)
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[MC 1.10.2] Extended TNT block does not blow up when fire destroys it.
I can't override functions that aren't contained in the parent class. TNT does not use any of the functions getFlammability, isFlammable, or getFireSpreadSpeed. Fire does. I did try creating a getFlammability and isFlammable functions, within my TNT block, and they do nothing, because they are not even being called. Since I'm obviously not understanding this, is it possible to see an example?
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[MC 1.10.2] World Generator is not doing any despite being called
Yes, I realized I had made that mistake before. But you can see from my code that I've fixed it, and I still had it crash, I'm having difficulty trying to get it to crash again, so I can post the error report, but this is a good problem. Perhaps it simply decided to stop giving me grief?
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[MC 1.10.2] Extended TNT block does not blow up when fire destroys it.
In order to override that function, I need to create my own fire block (probably just copy, paste, and edit vanilla fire), right? But this block would then need to replace every instance of vanilla fire, both generated and placed. Does this require using ASM to inject the code, or is there a way to cause vanilla fire to reference my fire?
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[MC 1.10.2] World Generator is not doing any despite being called
Alright, I got my code to work perfectly. I didn't realize that I had two "generate" functions , so I fixed that, but it still didn't fix the error. For some reason, the game did not like using the block coordinates using the bit shift, but it is working just fine by simply multiplying them by 16. Anyway, here is my working code, which also has the working biome specific generation: *Edit: Apparently I need to work on noticing my variables, but I now see that I latter use the bit shifted coordinates, and it was still working fine. I don't understand what fixed the crashes that were still occurring after I fixed my duplicate functions.
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[MC 1.10.2] World Generator is not doing any despite being called
Alright, here it is: http://pastebin.com/NANALuAG
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[MC 1.10.2] World Generator is not doing any despite being called
Modified again, but still isn't working. If I shift the bits the other way, then it crashes.
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[MC 1.10.2] World Generator is not doing any despite being called
*Face palm* Implemented that change: But it still doesn't do anything.
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[MC 1.10.2] World Generator is not doing any despite being called
I've created a world generator, successfully registered it, and it is being called (as is evidence as the system log shows the print lines). Despite this, the generator itself is not working. Code:
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[MC 1.10.2] Extended TNT block does not blow up when fire destroys it.
I've tried that already... It seems to do nothing. Unless you are referencing overriding some function, as getFlammablility cannot be overridden (TNT doesn't use it).
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[MC 1.10.2] Extended TNT block does not blow up when fire destroys it.
Thanks, but I'm having trouble looking for a tutorial on how to replace a vanilla block/Item with my own block, that isn't for MC 1.7.10 or earlier. If you know of such a tutorial, I would greatly appreciate a link to it! Additionally, core modding doesn't much appeal to me... but if that is the only solution, as it seems there isn't an easy way of doing this, then I am happy to give it a try...
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[MC 1.10.2] Extended TNT block does not blow up when fire destroys it.
Sorry I wasn't clear... The block burns just fine... Just doesn't blow up once fire consumes it. I tried that bit of code, and nothing changed (also its deprecated). Sorry, here's my code for said block:
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[MC 1.10.2] Extended TNT block does not blow up when fire destroys it.
I have a block which extends TNT and is working perfectly except that when fire burns it, it does not explode. I believe that I see the solution, adding my block to a specific if statement within the Fire class. Is this the only way to make it so when fire destroys this block, then it Ignites? If so, how would one go about overriding this code? -note: I am just using the standard lit TNT entity, with 0 fuse time, to make the explosion, and am happy to leave it as such.
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