Posted June 1, 20169 yr So far I've made my TnT classes, both the blocks and the entity, using the java code that is, and so for I have it exploding correctly and I can change the radius of the explosion and fuse timer too, so that's perfect, however the texture won't work, and when I light it, it just goes invisible and still blows up after the correct amount of seconds. Here is my Blocks class: package com.TestMod.mod.blocks; import com.TestMod.mod.ModGlobal; import com.TestMod.mod.nukes.ModTestBlockTnt; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraftforge.fml.common.registry.GameRegistry; public class ModBlocks { public static Block TestBlockTnt; public static void initBlocks() { GameRegistry.registerBlock(TestBlockTnt = new ModTestBlockTnt("TestBlockTnt", Material.grass, 0, 0), "TestBlockTnt"); } } Here is my Block Rendering Class: package com.TestMod.mod.render; import com.TestMod.mod.MODGlobal; import com.TestMod.mod.blocks.ModBlocks; import com.TestMod.mod.init.ModBlocks; import com.TestMod.mod.ores.MODOres; import net.minecraft.block.Block; import net.minecraft.client.Minecraft; import net.minecraft.client.resources.model.ModelResourceLocation; import net.minecraft.item.Item; import net.minecraftforge.fml.common.registry.GameRegistry; public class MODBlockRender { public static void registerBlockRender() { regBlock(ModBlocks.TestBlockTnt); } public static void regBlock(Block block) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(block), 0, new ModelResourceLocation(MODGlobal.MOD_ID + ":" + block.getUnlocalizedName().substring(5), "inventory")); } } Here is my Client Proxy: package com.TestMod.mod.proxy; import com.TestMod.mod.blocks.ModBlock; import com.TestMod.mod.blocks.ModBlocks; import com.TestMod.mod.init.ModBlocks; import net.minecraft.client.resources.model.ModelBakery; import net.minecraft.client.resources.model.ModelResourceLocation; import net.minecraft.item.Item; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.model.ModelLoader; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; public class ClientProxy extends CommonProxy { public void preInit(FMLPreInitializationEvent preEvent) { super.preInit(preEvent); } public void init(FMLInitializationEvent event) { super.init(event); ModBlockRender.registerBlockRender(); ; ModBlocks.registerRenders(); } @Override public void registerModelBakery() { //Gears ModelBakery.registerItemVariants(Item.getItemFromBlock(ModBlocks.TestBlockTnt), new ResourceLocation ("mod:TestBlockTnt_top")); ModelBakery.registerItemVariants(Item.getItemFromBlock(ModBlocks.TestBlockTnt), new ResourceLocation ("mod:TestBlockTnt_bottom")); ModelBakery.registerItemVariants(Item.getItemFromBlock(ModBlocks.TestBlockTnt), new ResourceLocation ("mod:TestBlockTnt_side")); } public void postInit(FMLPostInitializationEvent postEvent) { super.postInit(postEvent); } } Here is my Blockstate json (Named: ' TestBlockTnt.json '): { "variants": { "normal": [ { "model": "mod:TestBlockTnt" }, { "model": "mod:TestBlockTnt", "y": 90 }, { "model": "mod:TestBlockTnt", "y": 180 }, { "model": "mod:TestBlockTnt", "y": 270 } ] } } Here is my Block json (Named: ' TestBlockTnt.json '): { "parent": "block/cube_bottom_top", "textures": { "bottom": "mod:blocks/TestBlockTnt_bottom", "top": "mod:blocks/TestBlockTnt_top", "side": "mod:blocks/TestBlockTnt_side" } } Here is my Item json (Named: ' TestBlockTnt.json '): { "parent": "mod:block/TestBlockTnt", "display": { "thirdperson": { "rotation": [ 10, -45, 170 ], "translation": [ 0, 1.5, -2.75 ], "scale": [ 0.375, 0.375, 0.375 ] } } }
June 2, 20169 yr IIRC, when a TNT block is activated, it is replaced by an activated TNT entity. That entity can fall and be affected by any other mods moving entities (like my fan/blower mod). In any case, it is no longer a block. I don't see any code for your invisible TNT entity, so I can't guess what its problem is. How does your entity compare to the vanilla TNT entity? Also see [urlhttp://www.minecraftforge.net/forum/index.php?topic=38445.0]Problem with rendering entities[/url]. PS: There's no lower case 'n' in "TNT". It stands for Tri-Nitro-Toluene, a semi-stable improvement over the much more temperamental nitroglycerin. The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.
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