Everything posted by LeoCTH
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Help! Cant download Forge!
Check Internet. Use VPNs or proxies if possible.
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[1.12] Block not rendering
Ok, things done. I quit this thread. If the owner of this thread want to tell me, it's his opinion. Again, I don't have that problem AT ALL when I'm creating a very very super duper easy placeholder-leveled block.
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[1.12] Block not rendering
I'm just asking HIM, the POSTER of the thread and at least two people INTERRUPTED me and the POSTER don't even speak ANYTHING. I apologize for replying someone frequently in other's thread, but WHY I'm asking someone else and you guy wanna join into it? And why the heck are you kinda pissed off and spit it at me? Again, I'm asking the one who have the problem. PS. Are you misunderstanding me as "I have the problem"? no, not at all. I can figure out myself while I'm doing THIS level of things. PPS. You and that largs guy are NOT the ones I'm asking. Need to tell you again?
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[1.12] Block not rendering
I mean, why I NEEDS TO AND MUST TO use forge? why NOT vanilla?
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[1.12] Block not rendering
I mean the “forge_marker”s, all of the "defaults": { "model": "cube_all", "transform": "forge:default-block" }, "variants": { "inventory": [ { "textures": { "all": "tekklands:blocks/tekknium_infused_diamond_ore" } } ], "normal": [ { "textures": { "all": "tekklands:blocks/tekknium_infused_diamond_ore" } } ] } -ish stuff... as the docs said: "You can also use vanilla format!" why shall we use forge blockstate JSONs?
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[1.12] Block not rendering
...... Still, when you make something like multifacing blocks then you should use forge. but if you could use vanilla blockstate JSONs then WHY you'll need more complicated forge ones? (Like when handling VERY simple blocks) Quote from Forge Docs: lol?
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[1.12.2] How to make a normal bucket turn to a custom bucket after collecting a custom fluid?
.... the "static initializer block" it SUPPOSED to be like static { // TODO } in Oracle's Docs and this thread. but it's totally NOT working (the bucket can be registered with no functionality)
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[1.12.2] How to make a normal bucket turn to a custom bucket after collecting a custom fluid?
https://github.com/LeoCTH/MFF/blob/alpha/src/main/java/com/leocthmods/mff/fluids/FluidLoader.java
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[1.12.2] How to make a normal bucket turn to a custom bucket after collecting a custom fluid?
I said "use" + "less" = "useless" or my grammar have some problem I mean cannot (less) use .... You misunderstanding my point.
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[1.12.2] How to make a normal bucket turn to a custom bucket after collecting a custom fluid?
I tried FluidRegistry.enableUniversalBucket in a static initializer and FluidRegistry.addBucketForFluid(myFluid) It doesn't work
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[1.12.2] How to make a normal bucket turn to a custom bucket after collecting a custom fluid?
.... If the Universal Bucket is working why I'm posting this?
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[1.12] Block not rendering
......... why you use forge blockstates? vanilla blockstates are enough to handle it
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Why is my model so large?
and your model's texture seems broken too... idk
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[1.12.2] How to make a normal bucket turn to a custom bucket after collecting a custom fluid?
.... My problem is my REGISTERING process having problem... It's not working
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[1.12.2] How to make a normal bucket turn to a custom bucket after collecting a custom fluid?
.................. I think I've said it can drain.... no matter what thx!
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[1.12.2] How to make a normal bucket turn to a custom bucket after collecting a custom fluid?
..... some of you might say "use universal bucket" ..... But if I use universal bucket, it's pretty useless. So I made a custom bucket that can DRAIN, after that, it returns a normal vanilla bucket. Then, how to let the vanilla bucket accept my new fluid and return my CUSTOM bucket? PS. FillBucketEvent is not working, so maybe I need a help at this too. PPS. This is my bucket code
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Help with directional blocks [1.12]
That sound problem can be fixed by setSoundType(SoundType.WOOD) in the block's constructor but that directional problem... maybe you can add a PropertyDirection state?
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I made a model using OBJ files then the item goes wrong
how to make the item render properly in the inventory? this is my json { "forge_marker": 1, "defaults": { "model": "mff:antenna_model.obj" }, "variants": { "normal": [{ "textures": {"#normal": "mff:blocks/antenna_texture"} }], "inventory": [{ //TODO }] } }
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[1.11.2] Another problem about fluid
Okay, here's the code i found: When a player is in Material.WATER and not in a boat, Minecraft will use handleMaterialAcceleration() to acclerate the player.
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[1.11.2] Another problem about fluid
How, exactly?
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[1.11.2] Another problem about fluid
In vanilla, flowing fluids supposed to push the player out of its range. But my fluid is not pushing at all, so how to solve it? MaterialFe50C.java package com.leocthmods.steamtech.alpha; import net.minecraft.block.material.MapColor; import net.minecraft.block.material.Material; import net.minecraft.block.material.MaterialLiquid; public class MaterialFe50C extends MaterialLiquid{ public static MaterialLiquid fe50c = new MaterialFe50C(); public MaterialFe50C() { super(MapColor.BLACK); this.isLiquid(); } } ObjList.java (Part) public static Block BlockFluidMoltenFe50C = new BlockFluidClassic(FluidLoader.fluidMoltenFe50C, MaterialFe50C.fe50c).setCreativeTab(CreativeTabsLoader.tab).setRegistryName("steamtech", "blockfluidmoltenfe50c"); Very thx to someone answered!!!
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[1.11.2] Is there any alternate way of FluidContainerRegistry?
Okay thx you guys! It's working perfect!
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[1.11.2] Is there any alternate way of FluidContainerRegistry?
Still not understand what "static initializer" is. plz explain!
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[1.11.2] Is there any alternate way of FluidContainerRegistry?
Oh okay, before? How?
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[1.11.2] Is there any alternate way of FluidContainerRegistry?
So you mean like this? ObjList.java public static void register() { GameRegistry.register(BucketMoltenFe50C); FluidRegistry.addBucketForFluid(FluidLoader.fluidMoltenFe50C); FluidRegistry.enableUniversalBucket(); GameRegistry.register(BlockFluidMoltenFe50C); } EventHandler.java @SubscribeEvent public void onFillBucket(FillBucketEvent event) { System.out.println("[DEBUG] SteamTech >> Listening to FillBucketEvent. If the error is cleared, disable the debug."); BlockPos blockpos = event.getTarget().getBlockPos(); IBlockState blockState = event.getWorld().getBlockState(blockpos); Fluid fluid = FluidRegistry.lookupFluidForBlock(blockState.getBlock()); if (fluid != null && new Integer(0).equals(blockState.getValue(BlockFluidBase.LEVEL))) { FluidStack fluidStack = new FluidStack(fluid, 1000); event.getWorld().setBlockToAir(blockpos); UniversalBucket.getFilledBucket(item, fluid); event.setResult(Result.ALLOW); } } btw what is the "item" in EventHandler.java line 11 I think the FluidContainerRegistry is deprecated/removed, right? PS. Don't mind the names. It's steel.
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