
DavidSullivan
Members-
Posts
16 -
Joined
-
Last visited
Converted
-
Gender
Undisclosed
-
Personal Text
I am new!
DavidSullivan's Achievements

Tree Puncher (2/8)
0
Reputation
-
Hi all. My next goal is to make a block that I can place in a field of crops. It will periodically check the surrounding blocks for fully matured plants and harvest them. It will collect the plants and the seed and also replant the soil. I have no idea where to start here. I have a basic mod with working ore blocks and ingots. I can use the ores to build recipes but once I have my custom AutoFarmer I don't know how to use timers or access surrounding blocks. Any tutorial suggestions or videos I should check out to help get started? Also yes I have been googling the crap out of this topic for awhile to no avail. Thanks
-
1.11.2 Creating custom Ore. [SOLVED]
DavidSullivan replied to DavidSullivan's topic in Modder Support
[[[ SOLVED ]]] super easy to make custom ore blocks. just create a normal block with your ore name then after registeringItems and registeringBlocks --> so the game knows what you are working with use GameRegistry.addSmelting(copperBlock, new ItemStack(ModItems.cheese, 2), 3F); -
1.11.2 Creating custom Ore. [SOLVED]
DavidSullivan replied to DavidSullivan's topic in Modder Support
I found the problem. *** I was GameRegistry.addSmelting(copperBlock, new ItemStack(ModItems.cheese, 2), 3F); before I even registered the blocks. Moved it to the end of public static void registerBlocks(){ registerBlock(cheeseBlock); registerBlock(copperBlock); GameRegistry.addSmelting(copperBlock, new ItemStack(ModItems.cheese, 2), 3F); } and now it works. -
1.11.2 Creating custom Ore. [SOLVED]
DavidSullivan replied to DavidSullivan's topic in Modder Support
Sure I'll start with this and you tell me if you need more. package me.DSul.SullyModPack.Init; import me.DSul.SullyModPack.ModInfo; import net.minecraft.block.Block; import net.minecraft.block.BlockOre; import net.minecraft.block.material.MapColor; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.block.model.ModelResourceLocation; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemBlock; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.model.ModelLoader; import net.minecraftforge.fml.common.registry.GameRegistry; /** * Created by ManLand-PC on 1/19/2017. */ public class ModBlocks { public static Block cheeseBlock; public static Block copperBlock; public static void init(){ cheeseBlock = new Block(Material.SPONGE).setUnlocalizedName("cheeseblock").setCreativeTab(CreativeTabs.DECORATIONS); copperBlock = new Block(Material.IRON).setUnlocalizedName("copperblock").setCreativeTab(CreativeTabs.DECORATIONS); copperBlock.setHardness(2f); GameRegistry.addSmelting(copperBlock, new ItemStack(ModItems.cheese, 2), 3F); } public static void registerBlocks(){ registerBlock(cheeseBlock); registerBlock(copperBlock); } public static void registerRenders(){ registerRender(cheeseBlock); registerRender(copperBlock); } public static void registerRender(Block block){ Item item = Item.getItemFromBlock(block); ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(ModInfo.MOD_ID + ":" + item.getUnlocalizedName().substring(5), "inventory")); } public static void registerBlock(Block block){ GameRegistry.register(block, new ResourceLocation(ModInfo.MOD_ID, block.getUnlocalizedName().substring(5))); GameRegistry.register(new ItemBlock(block), new ResourceLocation(ModInfo.MOD_ID, block.getUnlocalizedName().substring(5))); } } -
1.11.2 Creating custom Ore. [SOLVED]
DavidSullivan replied to DavidSullivan's topic in Modder Support
These are great comments everyone thanks you. So taking different bits. I made a normal block called copperBlock in the language pack I called it Copper Ore. when destroyed it drops a block of copper ore. Then I added GameRegistry.addSmelting(copperBlock, new ItemStack(ModItems.cheese, 2), 3F); just to test it. cheese is a custom Item I added earlier. now when I put the copper in the furnace it wont burn. what am I missing -
1.11.2 Creating custom Ore. [SOLVED]
DavidSullivan replied to DavidSullivan's topic in Modder Support
This seems like a really common task for most modders has anyone ever created a custom ore and do you have a code example that will simplify this. If not I will figure it out and post one eventually. -
1.11.2 Creating custom Ore. [SOLVED]
DavidSullivan replied to DavidSullivan's topic in Modder Support
OK. I can make blocks and declare things like cheese = new ItemFood(... and I understand this gives said Item certain properties that make it act like food. I can't find one that looks obvious like ItemOre or ItemMetal. Is there one that makes it able to be melted in the forge? -
1.11.2 Creating custom Ore. [SOLVED]
DavidSullivan replied to DavidSullivan's topic in Modder Support
I'm designing my first mod. I figure in order to build the stuff in my mod I will need some custom ores. Figured I should add a copper ore, which would smelt to Copper_Ingots then I could use those those in recipes to build custom engines and such in the future. If Im reading this correct I simply extend the BlockOre and @overide public Item getItemDropped(IBlockState state, Random rand, int fortune) or is this an old way of doing it? -
New to this so bare with me please. I am now making blocks no problem but I want to make a custom ore. I can see there is a class BlockOre. One would think that all ores drop metals so why don't they have a setItemDropped or SetOreDropped function? Or am I missing something. Do I really have to extend and override to return the idDropped? If so what is the point of BlockOre?
-
1.11.2 Dev Environment cant install Build Fail January 2017
DavidSullivan replied to DavidSullivan's topic in ForgeGradle
Looks like the problem might be this site being down right now. http://export.mcpbot.bspk.rs/ I will keep checking and comment here if it comes back up and works. -
1.11.2 Dev Environment cant install Build Fail January 2017
DavidSullivan replied to DavidSullivan's topic in Modder Support
Looks like the failure is due to this site being down right now. http://export.mcpbot.bspk.rs/ -
1.11.2 Dev Environment cant install Build Fail January 2017
DavidSullivan replied to DavidSullivan's topic in Modder Support
Sorry all. Im new here and I believe this is posted in the wrong spot. I reposted in the ForgeGradle Support area -
Not sure if this is the correct place. Two of us are trying to install the Forge 1.11.2 dev environment on two different machines. We have installed Java SDK and the JDK for Java8 We downloaded the latest Forge1.11.2 MDK ver 13.19.1.2199 We set the Java_Home Path in environment variable we both get the same error A problem occurred evaluating root project 'MinecraftModding'. > Failed to apply plugin [id 'net.minecraftforge.gradle.forge'] > Unable to obtain url (http://export.mcpbot.bspk.rs/versions.json) with etag Have been researching and trying many things all morning. Any help would be greatly appreciated.
-
Not sure if this is the correct place. Two of us are trying to install the Forge 1.11.2 dev environment on two different machines. We have installed Java SDK and the JDK for Java8 We downloaded the latest Forge1.11.2 MDK ver 13.19.1.2199 We set the Java_Home Path in environment variable we both get the same error A problem occurred evaluating root project 'MinecraftModding'. > Failed to apply plugin [id 'net.minecraftforge.gradle.forge'] > Unable to obtain url (http://export.mcpbot.bspk.rs/versions.json) with etag Have been researching and trying many things all morning. Any help would be greatly appreciated.