trollworkout
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Posts
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Joined
Posts posted by trollworkout
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How do you export an NBT file? What program do you use? Or how do you do it??
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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.
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I noticed this glitch in other mods as well.
Essentially the inner part of the stair is black but if I set Smooth Light to minimum then is fine.
EDIT: this.setLightOpacity(0); seems to fix this
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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.
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Ah. Yeah if you wanna convert from RF to your mod you need to implement it yourself using that API and your brain
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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.
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If is a generic object I recommend doing a
return Item.itemFromBlock(this)
this will return the current item from the current block.
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this ? https://github.com/ModCoderPack/MCPBot-Issues/issues
look at closed issues it documents all mapping changes
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I used World.rand as suggested works perfect ! thanks
int chance = worldIn.rand.nextInt(100) to get a percentage
if (chance < 20) //20%
blah blah 1
else if (chance < 40) //20%
blah blah 2
works perfect thanks!
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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; }
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I wanna keep predictability same where can I get the Random object for minecraft?
I know there is one RANDOM that forge makes but I think is private to the Block only
Also I wanna use it in TileEntity
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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.
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I was just reading about TileEntity. Is a block addon that adds custom data, also updates per tick 20 times / second and custom renderer
That's what I need.
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Thanks a lot for your help also . Very much appreciate all the help I can get.
also is there any example for TileEntity?
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I need 0 - 64 int copper tin zinc silver lead (x5) + E W S N properties for spout connection.
that's 4 booleans and 5 ints of maximum 8 bits each
SO I guess I need an entity
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Thank you!
I will figure out this tile entity thing.
You think PropertyInt can also work? I noticed leaves do it that way.
How many properties can I have maximum per block?
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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?
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It can't be done in Forge atm.
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Blocks are organized in x y z . There's no need to round anything as all the coordinates for blocks are whole numbers. There's no need for rounding and flooring. Simply check the block the character is looking at and if is a crop remove it.
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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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I read it means something to do with light distribution algorithm
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I recently switched it up to forge's own blockstate forge_marker 1 instead of multipart because you can do int properties not just boolean properties and seems much more configurable.
So ambientocculsion means simply a semi-transparent look?
[SOLVED] [1.8] Container that keeps inventory when broken
in Modder Support
Posted
You need to keep the tile alive and not destroy it when you destroy the block then store the tile somewhere and replace it on the map when you place the block.
Generally tile is placed in the same location as the parent block.
I have to do this for a Locked Chest mechanic so I gotta figure this out as well.