Posted June 18, 20205 yr Hi, after updating to 1.15.2 from 1.12.2 I'm re-adding everything I had from 1.12.2, but I'm having trouble with the glass block, same issue I had back then, the transparent parts of the texture are rendering white and with buggy shadows when I move away from the paced block. Back in 1.12.2 I had the same issue and I fixed it with this code in the Custom Block's class: Quote @Override public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.CUTOUT; } @Override public boolean isOpaqueCube(IBlockState state) { return false; } But now in 1.15.2 I'm struggling to find the code that fixes it. Any help, please? ...and sorry if the code isn't pretty XD Quote package com.xanderindalzone.customgunsmod.init; import java.util.ArrayList; import java.util.List; import com.xanderindalzone.customgunsmod.CustomGunsMod; import com.xanderindalzone.customgunsmod.creativetabs.AmmoItemGroup; import com.xanderindalzone.customgunsmod.creativetabs.CustomBlocksItemGroup; import com.xanderindalzone.customgunsmod.creativetabs.GunsItemGroup; import com.xanderindalzone.customgunsmod.objects.ItemBase; import com.xanderindalzone.customgunsmod.objects.blocks.ArmoredGlassBlock; import com.xanderindalzone.customgunsmod.objects.blocks.BlockBase; import com.xanderindalzone.customgunsmod.objects.blocks.BlockItemBase; import com.xanderindalzone.customgunsmod.objects.items.guns.GunBase; import net.minecraft.block.Block; import net.minecraft.block.SoundType; import net.minecraft.block.Block.Properties; import net.minecraft.block.material.Material; import net.minecraft.block.material.MaterialColor; import net.minecraft.item.BlockItem; import net.minecraft.item.Item; import net.minecraft.item.ItemGroup; import net.minecraftforge.common.ToolType; import net.minecraftforge.event.RegistryEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventBusSubscriber; import net.minecraftforge.fml.common.Mod.EventBusSubscriber.Bus; import net.minecraftforge.registries.ObjectHolder; @Mod.EventBusSubscriber(modid = CustomGunsMod.MOD_ID, bus = Bus.MOD) @ObjectHolder(CustomGunsMod.MOD_ID) public class Initialize { public static List<Item> ModItems = new ArrayList<Item>(); public static List<Block> ModBlocks = new ArrayList<Block>(); public static List<BlockItem> ModBlockItems = new ArrayList<BlockItem>(); /*=====*/ /*ITEMS*/ /*=====*/ public static final Item PISTOL_COLT_1911 = new GunBase(new Item.Properties().group(CustomGunsMod.GUNS_TAB)).setRegistryName("pistol_colt_1911"); public static final Item PISTOL_BULLET = new ItemBase(new Item.Properties().group(CustomGunsMod.AMMO_TAB)).setRegistryName("pistol_bullet"); /*=================*/ /*BLOCKS PROPERTIES*/ /*=================*/ static Properties PROPERTIES_ARMORED_GLASS = Block.Properties.create(Material.IRON) .sound(SoundType.GLASS) .hardnessAndResistance(20.0F, 6000.0F) .harvestLevel(3) .harvestTool(ToolType.PICKAXE); /*======*/ /*BLOCKS*/ /*======*/ public static final Block ARMORED_GLASS_BLOCK = new ArmoredGlassBlock(PROPERTIES_ARMORED_GLASS).setRegistryName("armored_glass_block"); public static final BlockItem ARMORED_GLASS_ITEM_BLOCK = (BlockItem) new BlockItemBase(ARMORED_GLASS_BLOCK, new Item.Properties().group(CustomGunsMod.CUSTOM_BLOCKS_TAB)).setRegistryName(ARMORED_GLASS_BLOCK.getRegistryName()); @SubscribeEvent public static void registerItems(final RegistryEvent.Register<Item> event) { for(Item item : ModItems) { event.getRegistry().register(item); } for(BlockItem blockitem : ModBlockItems) { event.getRegistry().register(blockitem); } } @SubscribeEvent public static void registerBlocks(final RegistryEvent.Register<Block> event) { for(Block block : ModBlocks) { event.getRegistry().register(block); } } } Quote package com.xanderindalzone.customgunsmod.objects.blocks; import net.minecraft.block.BlockState; import net.minecraft.block.SoundType; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.item.ItemStack; import net.minecraft.item.Items; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.math.BlockPos; import net.minecraft.world.IBlockReader; import net.minecraft.world.World; import net.minecraftforge.common.ToolType; public class ArmoredGlassBlock extends BlockBase { public ArmoredGlassBlock(Properties properties) { super(properties); } @Override public boolean canHarvestBlock(BlockState state, IBlockReader world, BlockPos pos, PlayerEntity player) { if(player.getHeldItemMainhand().getItem().equals(Items.DIAMOND_PICKAXE)) { return true; } else { return false; } } @Override public int getOpacity(BlockState state, IBlockReader worldIn, BlockPos pos) { // TODO Auto-generated method stub return 0; } } Also it's not dropping the block when I mine it with a diamond pickaxe, dont know why.
June 18, 20205 yr Quote @Override public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.CUTOUT; } @Override public boolean isOpaqueCube(IBlockState state) { return false; } These no longer exist
June 18, 20205 yr You want to use the FMLClientSetupEvent and use RenderTypeLookup.setRenderLayer on your block with the RenderType you want. First mistakenly thought someone was saying those links weren't working, but I think it was more of a hint to use the forums search, as this question has been asked a million times already Edited June 18, 20205 yr by Ugdhar
June 18, 20205 yr 10 minutes ago, Ugdhar said: but I think it was more of a hint to use the forums search, as this question has been asked a million times already Indeed
June 18, 20205 yr 3 hours ago, xanderindalzone said: Also it's not dropping the block when I mine it with a diamond pickaxe, dont know why. Two possible reasons come to mind: 1) you need to use loot tables now. eg https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/resources/data/minecraftbyexample/loot_tables/blocks 2) you're mining in creative mode -TGG
June 19, 20205 yr Author On 6/18/2020 at 12:37 PM, Ugdhar said: You want to use the FMLClientSetupEvent and use RenderTypeLookup.setRenderLayer on your block with the RenderType you want. First mistakenly thought someone was saying those links weren't working, but I think it was more of a hint to use the forums search, as this question has been asked a million times already This helped me with the transparent texture issue, thx. On 6/18/2020 at 3:34 PM, TheGreyGhost said: Two possible reasons come to mind: 1) you need to use loot tables now. eg https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/resources/data/minecraftbyexample/loot_tables/blocks 2) you're mining in creative mode -TGG And this helped me with the drops.... also thx now I have the no floor issue XD... how do I fix this in 1.15? XD
June 19, 20205 yr 8 minutes ago, xanderindalzone said: how do I fix this in 1.15? XD Dude, it was literally the first reply to this thread. Like FIVE links about how to fix it. 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.
June 19, 20205 yr Author I tried it before but I was getting errors, maybe I didn't do it correctly, I 'll check the post again XD 21 minutes ago, Draco18s said: Dude, it was literally the first reply to this thread. Like FIVE links about how to fix it.
June 19, 20205 yr Author ok fixed it by adding .notSolid() in the block's properties Quote /*=================*/ /*BLOCKS PROPERTIES*/ /*=================*/ static Properties PROPERTIES_ARMORED_GLASS = Block.Properties.create(Material.IRON) .sound(SoundType.GLASS) .hardnessAndResistance(20.0F, 6000.0F) .harvestLevel(3) .harvestTool(ToolType.PICKAXE) .notSolid();
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.