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[1.8] [SOlVED] LighningBlock again - now not rendering in the inventory


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Posted

Hi Guys,

I already had problems with this block, and they where problems with rendering things - now I have the problem of rendering it in the inventory.

I followed wuppy29's tutorial for a custom block step by step, and even looked it up in TheGreyGhost's GitHub Repository MinecraftByExample, and I just don't find any mistake I could have made.

 

This is the code of the Block:

public class WGBlockLightning extends Block
{

private final String name = "lightningBlock";

public WGBlockLightning()
{
	super(Material.rock);
	GameRegistry.registerBlock(this, name);
	setUnlocalizedName(WorldGenMod.MODID + "_" + name);
	setCreativeTab(CreativeTabs.tabBlock);

	this.setTickRandomly(true);

}

public String getName()
{
	return name;
}

public int quantityDropped(Random random)
    {
        return 0;
    }

protected boolean canSilkHarvest()
    {
        return true;
    }

public void updateTick(World world, BlockPos pos, IBlockState state, Random random)
    {
        
	double dx = (double)pos.getX();
	double dy = (double)pos.getY();
	double dz = (double) pos.getZ();

	String sx = String.valueOf(pos.getX());
	String sy = String.valueOf(pos.getY());
	String sz = String.valueOf(pos.getZ());

	try 
	{
		dx = CommandBase.func_175761_b(dx, sx, true);
		dy = CommandBase.func_175761_b(dy, sy, false);
		dz = CommandBase.func_175761_b(dz, sz, true);
	} 
	catch (NumberInvalidException e) 
	{
		// TODO Auto-generated catch block
		e.printStackTrace();
	}
        
        
        world.addWeatherEffect(new EntityLightningBolt(world, dx, dy, dz));
        

    }

}

 

This is the code of my load function in the modclass

    public static Block lightningBlock;
    public static Item itemLightningBlock;
    
    @EventHandler
    public void preInit(FMLInitializationEvent event)
    {
    	lightningBlock = new WGBlockLightning();
	//itemLightningBlock = GameRegistry.findItem(MODID, "lightningBlock");

    }
    
    @EventHandler
    public void load(FMLInitializationEvent event)
    {
    	GameRegistry.registerWorldGenerator(new StructureGenerator(), 0);
    	
    	if(event.getSide() == Side.CLIENT)
     	{
    		Item itemLightningBlock = GameRegistry.findItem(MODID, "lightningBlock");
    		
    		RenderItem renderItem = Minecraft.getMinecraft().getRenderItem();
    		ModelResourceLocation itemLightningLoc = new ModelResourceLocation(MODID + ":" + "lightningBlock", "inventory");
    		renderItem.getItemModelMesher().register(itemLightningBlock, 0, itemLightningLoc);
     	}
    }
   
}

 

I know that I could use ((WGBlockLightning)lightningBlock).getName instead of "lightningBlock", but this crashes the game!

 

All json. files have the same name: lightningBlock.json

 

This is my json. file in the assets.worldgenmod.models.items

{
    "parent": "worldgenmod:block/lightningBlock",
    "display": {
        "thirdperson": {
            "rotation": [ 10, -45, 170 ],
            "translation": [ 0, 1.5, -2.75 ],
            "scale": [ 0.375, 0.375, 0.375 ]
        }
    }
}

 

This is my json. file in the assets.worldgenmod.models.blocks

{
    "parent": "block/cube_all",
    "textures": {
        "all": "worldgenmod:blocks/lightningBlock"
    }
}

 

And finally this is the json. file int the assets.worldgenmod.blockstates

{
    "variants": {
        "normal": { "model": "worldgenmod:lightningBlock" }
    }
}

 

Note, that the problem is that the block does not render in the inventory or when throughn on the ground as an item, but not when set as a block in the world. Than the texture renders just like it is supposed to render.

 

Thanks again for any help in advance,

Brickfix

Posted

Wow - it is so embarrasing!

I just left out the "Pre" in the preInit(FMLPreInitialisationEvent event)

Now it works without a problem - such a headache for just three tiny letters

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