Villfuk02
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Everything posted by Villfuk02
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Thanks, after weeks of misery possibility of solution appears I can't understand that file properly, so, could you explain me what does this do? Here is some info about what i want to do: I have item called item detector which can be assembled from 4 different parts, and also show some information when it detects something. So there is a lot of combinations for using normal model file and predicates. So i was trying to use MULTIPART blockstates, but the item just didn't render at all even when i put just one apply in it without any conditions. Here is one of the topics i made on fore forum about this: And i want to try to use FORGE BLOCKSTATE JSON for this, because something should work. I looked at TConstruct github and the mod uses the forge blockstates for making the tools, but the code is too advanced and complicated to understand it, so i couldn't learn from that. THANKS once more and please explain it little bit more please.
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I'd like to have better way of making model for an item using BLOCKSTATES. I know it's possible, but i don't know how, because there is a lot of methods which are defined for blocks, or use block as on of the parameters, so i can't use them. Does anyone have any experience with this? I couldn't find anything on the internet Thanks in advance
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Connected Textures - Missing Resource Manager [1.11.2] [SOLVED]
Villfuk02 replied to CJMinecraft's topic in Modder Support
Hi CJ, is this for your tutorial series? -
I'VE GOT AN IDEA! But first, i need to ask some questions: Can I use blockstates in the same way they would be used for blocks? If yes, are you sure it will read the blockstate file even though it isn't a block? And how do i do this??? because it's for blocks and it needs a lot of thigs, which i can't do with an item
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I have an idea: Is it possible to programm new rendering program for the item Simply using code instead of pre-determined JSON to make the item? I know it will be harder, but maybe it will work Do you know if or how could i do that?
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Ok, so any idea why this doesn't work?
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An what all is false then? only the last post?
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I'm really confused right now
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That's REALLY weird This shouldn't happen at all and it never crahed when i tried it Sorry, IDK what's going on maybe different Forge/Java version BTW i'm now going to update the repository DONE
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world generator? I'll try if it crashes for me too and try to fix it
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have you found anything yet?
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thanks
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When i use effect.getEffectName() it returns effect.moveSpeed or something similar, so i need to localize it how can i do this?
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Thanks, everything works
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oh, sorry thats my old testing model i'll change it
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Git should be now working https://github.com/Villfuk02/Archeology Thx
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i made file ModFood: package vms.archeology.items; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.EnumRarity; import net.minecraft.item.ItemFood; import net.minecraft.item.ItemStack; import net.minecraft.potion.PotionEffect; import net.minecraft.util.ResourceLocation; import net.minecraft.world.World; import vms.archeology.Reference; import vms.archeology.init.ModItems; import vms.archeology.util.Utils; public class ModFood extends ItemFood{ private PotionEffect[] effects; public ModFood(String unlocalizedName, int amount, float saturation, boolean isWolfFood, PotionEffect...potionEffects) { super(amount, saturation, isWolfFood); this.effects = potionEffects; this.setUnlocalizedName(unlocalizedName); this.setRegistryName(new ResourceLocation(Reference.MODID, unlocalizedName)); } public ModFood(String unlocalizedName, int amount, boolean isWolfFood, PotionEffect...potionEffects) { super(amount, isWolfFood); this.effects = potionEffects; this.setUnlocalizedName(unlocalizedName); this.setRegistryName(new ResourceLocation(Reference.MODID, unlocalizedName)); } @Override protected void onFoodEaten(ItemStack stack, World worldIn, EntityPlayer player) { for (PotionEffect effect : effects){ if (player.isPotionActive(effect.getPotion()) && player.getActivePotionEffect(effect.getPotion()).getAmplifier() == effect.getAmplifier() && player.getActivePotionEffect(effect.getPotion()).getDuration() <= effect.getDuration()){ player.removeActivePotionEffect(effect.getPotion()); } else if (player.isPotionActive(effect.getPotion()) && player.getActivePotionEffect(effect.getPotion()).getAmplifier() < effect.getAmplifier()){ player.removeActivePotionEffect(effect.getPotion()); } player.addPotionEffect(effect); } } @Override public EnumRarity getRarity(ItemStack stack) { if (stack.getItem().equals(ModItems.emerald_pie)) return Utils.GREEN; return super.getRarity(stack); } } and set emerald pie's potionEffects to Luck, Haste, Absorption and Regeneration emerald_pie = new Pie("emerald_pie", 3, 4.8f, false, new PotionEffect(Potion.getPotionById(22), 1200, 1), new PotionEffect(Potion.getPotionById(26), 1000, 1), new PotionEffect(Potion.getPotionById(10), 150), new PotionEffect(Potion.getPotionById(3), 300, 4)); BUT when i eat the pie for the first time, for some wierd reason the effects apply how they should, but the timers in inventory are ticking down faster than 1second per second. And when i eat it again it doesn't apply any of the effects and sometimes the Absorption increases -> when i east second one, i have 8 golden hearts, after the third one i have 12 hearts AND when the effect expires, i lose only the 4 hearts i should have.... i think there is something going on with the server/client syncing
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ok, i thought it does something else too not just sets the item to appear 8x thx
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ok now it works thanks but now i have different problem with this: when i register it like this, it appears in the creative tad 8x each for one dmg value item.setCreativeTab(Archeology.item); GameRegistry.register(item); can i somehow show only the undamaged one?
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i maneged it to work, but is can still be eaten only when it isn't damaged
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I have this: package vms.archeology.items; import java.util.List; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Items; import net.minecraft.init.SoundEvents; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.potion.PotionEffect; import net.minecraft.stats.StatList; import net.minecraft.util.NonNullList; import net.minecraft.util.SoundCategory; import net.minecraft.util.text.TextFormatting; import net.minecraft.world.World; import vms.archeology.handlers.EnumHandler.Types.BatteryTypes; public class Pie extends ModFood{ public Pie(String unlocalizedName, int amount, float saturation, boolean isWolfFood, PotionEffect... potionEffects) { super(unlocalizedName, amount, saturation, isWolfFood, potionEffects); this.setMaxStackSize(1); this.setHasSubtypes(true); } @Override public ItemStack onItemUseFinish(ItemStack stack, World worldIn, EntityLivingBase entityLiving) { return super.onItemUseFinish(stack, worldIn, entityLiving); } @Override public void getSubItems(Item item, CreativeTabs tab, NonNullList<ItemStack> items) { for(int i = 0; i < 8; i++){ items.add(new ItemStack(item, 1, i)); } } @Override public String getUnlocalizedName(ItemStack stack) { for(int i = 0; i < 8; i++){ if(stack.getItemDamage() == i){ return this.getUnlocalizedName() + "." + String.valueOf(i); } } return this.getUnlocalizedName() + ".0"; } @Override public void addInformation(ItemStack stack, EntityPlayer playerIn, List<String> tooltip, boolean advanced) { tooltip.add(TextFormatting.GOLD + String.valueOf(8 - stack.getItemDamage()) + TextFormatting.YELLOW + " slices remaining"); super.addInformation(stack, playerIn, tooltip, advanced); } } what should i do in the onitemusefinish method, i tried returning an damaged item, but it didn't work
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I made new item - apple pie and i want when player eats it to just get damaged (like if he has eaten one slice of it) and not eaten completely. Only if it has damage 7 it would be destroyed. And also when i try to eat already damaged one, i can't does anyone know how to do this? thanks
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and what if there is another mod, which alters the loottable, will be all the changes to the loottable registered? if not, then how do they do it, because i've seen many times drops from multiple mods in one chest
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so far i understand it like this: i make some LootTables, which consist of LootPools etc... that's simple BUT how do i tell it to use the default loottable + my loottable when it generates the chests?
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Am i suposed to create method like this? @SubscribeEvent public void modifyLootTables(LootTableLoadEvent evt){ evt.SOMETHING; } if yes, what should i do wit the event?