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trollworkout

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Posts posted by trollworkout

  1. Erfurt I noticed there's a glitch with stairs being too dark when Smooth Lighting is OFF possibly with slabs too? 

     

    Placing this.setLightOpacity(0); in the constructor fixes the issue.

     

    Also I have successfully created custom stairs . Slabs next in a lil bit.

  2. You can make custom enums or custom properties but you need to define them in a separate class.  I can't remember now right now but is online somewhere. Is pretty simple.

     

    I know watchu mean that you need to use sub blocks but I think you can get away by doing blockstate logic + bounding box tricks.

     

    I'm actualy gonna make my own custom slab and stairs soon so I'll let you know when I succceed.

  3. getItem in your custom slab

     

    have a look at planks . they use VARIANTS and sub blocks.

     

     

    To drop the correct sub-block variant you need to override a bunch of functions

     

    getItem

     

    getSubBlock

     

    getDamagedDropped (or something similar)

     

     

    Which is why I NEVER EVER EVER use sub block variants for wood, slabs, planks and the like unless I 100000% need it. Is stupidly complicated. You can just create each individual block separately register each model and simply return itself  done.  You can even use Block to do it don't even need a custom block.

     

    Not saying you should do it like me just that I think you will reduce 1 year of your life figuring out the sub block meta bugs and issues.

  4. this code appears to respond twice.

     

    I assume once is from the Client and once from the server?

     

    	@Override
        public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, @Nullable ItemStack heldItem, EnumFacing side, float hitX, float hitY, float hitZ)
        {
    	System.out.println("clicked");
    	return true;
        }

  5. Cleverpanda, how did you solve this issue? Can you post code?  I'm too tired to think.

    Also what mod is this you're adding apples and how? Im making a mod i'm also adding apples. I think I will have a customize-able option to turn apples off tho and I can use oreLogApple or something similar to make sure I can use apple wood from other mods.

  6. So I made a few variables and I noticed they appear to be shared between all blocks of a certain type.

     

    For example each Vat is supposed to contain an amount of silver, zinc, tin, lead and copper deposits. All are individual for each vat.

     

    However when using say int copper, int zinc ... seems like they all share the same values and they all fill up at the same time with same stuff.

     

    Any thoughts?

  7. Forge's own blockstate is confusing as heck and has zero documentation. Only a select few people know how to use it 100%.

     

    Essentially to get it working you need to do so many extra steps.

     

    Multipart in forge submodel looks like this

     

     "forge_marker": 1,
        "defaults": {
            "model": "technorcery:depositsVat"
        },
        "variants": {
            "north": {
                "true": {
                    "submodel": {
                        "spout_north" : {
                         "model": "technorcery:depositsVat_spout",
                        "uvlock": true
                        }
                    }
                },
                "false": {}
            },
    ...etc

     

     

    Also you need to register it as whatever the main node is in this case "variants" If you would call it "bigscarymain" then you register as that.

     

    Also notice how each submodel is named . I don't know if the naming matters what it is but without it it won't work.

     

    I recommend going vanilla json and forget about forge blockstates.

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