Jump to content

Recommended Posts

Posted

Hello

I want to create block, that after clicking on it with another block (anything, not only one block set), it will bind its texture.
Is that possible, and how can i do this if it is?

Posted

Blocks don't have textures, they have models.

 

There is no way to do this without using a TileEntity, I'm afraid.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

I'm not an expert, but maybe this is done using the states of blocks and models? The texture is indicated in the model, and when the state changes (when clicked or as you want) the model will change. If I'm wrong, correct me.

If I helped you, don't forget like. I'm using a translator, sorry.

Posted

so how can i change tileEntity texture?
I have that block:

bez--tytu--u.jpg.cf3b72dc107db6cbe3f0e68dabf03691.jpg

and i want that after someone will click on it with any block it will get its texture. Like if stone block click, it will get stone texture. So it have to get the stone texture and set "#texture" in that model to it.

Posted

Hey, got better and easier idea but i need help.
How can i put json string as new blockstate and model?

public static void register(){
    Registry.BLOCK.forEach(block -> {
        if(block.getDefaultState().isSolid()){
            ResourceLocation r = new ResourceLocation("wildnature:"+block.getRegistryName().getNamespace()+"_beams");
        }
    });
}

ResourceLocation r is a registry name for new block.
Then i need to put like that new blockstate for that with changed data for each block, and model. Where and how can i register them?

Posted
1 hour ago, matezz said:

Hey, got better and easier idea but i need help.

Its not better and easier if you get half way there and then have no clue what the next part is.

 

I'm not even sure what you're trying to do, there.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

So for example i want to add blockstate stick_block.json
but instead doing it in file (so when i want to add 500 blocks with same blockstate and model, but with another texture i dont have to add file for each) i can do it in code and put blockstate json to String. Then just i can replace "texture" json tag with another for each block. And then use that in new blocks registered like i written earlier

Posted

You will have to make a new blockstate file for each block (unless they have custom tile renderers, which I haven't looked into).

You can use the same model for all of those files I believe.

Also, look into data generators, it will help you generate all the files from code, saving you a lot of time.

Posted

The "do it with code" way does not involve writing new blockstate json files or simulating them in any way.

 

YOUR block has a tile entity that stores a block state of the block to "mimic."

 

You then extract a texture from that blockstate's model and use it in a TileEntity renderer using your own geometry. You will need to figure out how to extract the desired texture from the model yourself.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • You are using Create 6 - some addons are not compatible with it Remove all addons and add these one by one littlecontraptions is mentioned - keep this one removed
    • Different problem now. https://paste.ee/p/iDo8lS35
    • I would like to have a BoP sapling drop from my block if it is also installed. I think I have done everything and I cannot pinpoint the problem, which is the error in the logs that appears when joining a world:   [Worker-Main-11/ERROR] [ne.mi.co.ForgeHooks/]: Couldn't parse element loot_tables:grasses:blocks/leaves_block com.google.gson.JsonSyntaxException: Expected name to be an item, was unknown string 'biomesoplenty:magic_sapling' My code:   LootItemConditions.CONDITIONS.register(modEventBus); public class LootItemConditions { public static final DeferredRegister<LootItemConditionType> CONDITIONS = DeferredRegister.create(Registries.LOOT_CONDITION_TYPE, Grasses.MOD_ID); public static final RegistryObject<LootItemConditionType> IS_MOD_LOADED = CONDITIONS.register("is_mod_loaded", () -> new LootItemConditionType(new IsModLoaded.ConditionSerializer())); } public class IsModLoaded implements LootItemCondition { private final boolean exists; private final String modID; public IsModLoaded(String modID) { this.exists = ModList.get().isLoaded(modID); this.modID = modID; } @Override public LootItemConditionType getType() { return LootItemConditions.IS_MOD_LOADED.get(); } @Override public boolean test(LootContext context) { return this.exists; } public static LootItemCondition.Builder builder(String modid) { return () -> new IsModLoaded(modid); } public static class ConditionSerializer implements Serializer<IsModLoaded> { @Override public void serialize(JsonObject json, IsModLoaded instance, JsonSerializationContext ctx) { json.addProperty("modid", instance.modID); } @Override public IsModLoaded deserialize(JsonObject json, JsonDeserializationContext ctx) { return new IsModLoaded(GsonHelper.getAsString(json, "modid")); } } } protected LootTable.Builder createLeavesDropsWithModIDCheck(Block selfBlock, Item sapling, Property<?>[] properties, String modIDToCheck, float... chances) { CopyBlockState.Builder blockStateCopyBuilder = CopyBlockState.copyState(selfBlock); for(Property<?> property : properties) { blockStateCopyBuilder.copy(property); } return LootTable.lootTable() .withPool(LootPool.lootPool().setRolls(ConstantValue.exactly(1.0F)) .add(LootItem.lootTableItem(selfBlock) .when(HAS_SHEARS_OR_SILK_TOUCH) .apply(blockStateCopyBuilder))) .withPool(LootPool.lootPool().setRolls(ConstantValue.exactly(1.0F)) .add(this.applyExplosionCondition(selfBlock, LootItem.lootTableItem(sapling)) .when(IsModLoaded.builder(modIDToCheck))) .when(BonusLevelTableCondition.bonusLevelFlatChance(Enchantments.BLOCK_FORTUNE, chances)) .when(HAS_NO_SHEARS_OR_SILK_TOUCH)) .withPool(LootPool.lootPool().name("sticks").setRolls(ConstantValue.exactly(1.0F)) .add(this.applyExplosionDecay(selfBlock, LootItem.lootTableItem(Items.STICK). apply(SetItemCountFunction.setCount(UniformGenerator.between(1.0F, 2.0F)))) .when(BonusLevelTableCondition.bonusLevelFlatChance(Enchantments.BLOCK_FORTUNE, NORMAL_LEAVES_STICK_CHANCES)) .when(HAS_NO_SHEARS_OR_SILK_TOUCH))); } I don't know. Am I making a mistake somewhere? Am I forgetting something? Should there be something else?
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.