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    posted a message on Update 1.8 mod to 1.11

    Update your workspace to the forge / gradle of your choice

    Good video by Lex Manos on updating here:



    Then start updating the mod and ask questions when you run into problems.

    Betwen 1.8 to 1.11 there were some changes with ItemStack as well as some other things that were always the same for such a long time. If you have your mod in 1.8, you should be semi-up-to-date with JSON files etc. I'm not sure exactly with the jump entirely what you might run into. But you want to at least get the gradle / forge updated and working so you can go forward with starting code changes.

    Posted in: Modification Development
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    posted a message on How do I create a Lucky Block mod?

    Have you ever tried modding with an IDE before using forge?


    Edit * more importantly, have you ever coded in java?


    Seeing as you aren't the thread owner, I'm going to PM you so I don't keep bothering the OP.

    Posted in: Modification Development
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    posted a message on Custom machines and GUI's?

    I haven't watched this tutorial, but it is for 1.9 which will be relatively close. You will just need to figure out where they updated the code between versions.



    I remember using ScratchForFun on youtube when I first started trying to make furnaces, etc. But I highly recommend really trying to understand the logic behind the custom furnace tutorial or the vanilla furnace.


    Get good at making tile entities and syncing with NBT. Don't dive into a multi-slot crafting system or such any time soon. Just work with 1 input, 1 output, and then learn the logic behind it. It will make your life so much easier in the long run.

    Posted in: Modification Development
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    posted a message on ADDON IDEA: Colored Blocks With Chisels and Bits Support

    Flat colored bricks mod made by the chisel and bits guy himself. Has configuration to increase shades.

    Posted in: Requests / Ideas For Mods
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    posted a message on Expandable bags(Magic bags)

    I am not adding bags per say, but I'm including a pocket dimension into my mod Blockhole where you can put multiple inside each other.

    Posted in: Requests / Ideas For Mods
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    posted a message on Silly question regarding IProperties

    Thank you so much for your patience with me. The textures work 100% now besides the equation I use for setting them, but that is just some double checking of math :D Thanks again!

    Posted in: Modification Development
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    posted a message on Silly question regarding IProperties

    Is there anything special I need to do for 32x32 textures or higher quality textures?

    Posted in: Modification Development
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    posted a message on Silly question regarding IProperties

    I'm sorry this is such a struggle for me, I skipped out on the transition from 1.7.10 to 1.8+ and am just starting to get back into this. I guess I don't understand the difference between the vanilla and the forge system as well as where to properly set things such as texture dependent on variants. I don't know if stuff should be put in the model or the blockstate :/


    This is where I currently am at in terms of the blockstate and model:


    Blockstate


    Model


    All I'm trying to accomplish is a different texture on all 6 sides based on INDEX.

    Posted in: Modification Development
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    posted a message on Silly question regarding IProperties

    I did forget the forge_marker property, but that didn't seem to fix it. (Sorry for the delayed response, was sleeping then classes). The block wasn't extending BlockContainer and I already had included the EnumBlockRenderType.MODEL but have no luck there. I swapped it out from implementing ITileEntityProvider to just overriding the two methods indicated, but it still is appearing invisible. I'm not sure if my indexes are mapping correctly, but at the very least they should be set to INDEX=0 since the TileEntityBlockholeWall is setting the index to 0 to start, but even the first texture isn't showing up -- just an invisible opaque block.

    Here is the full code for the Block, TileEntity, Blockstate.JSON, and BlockModel.JSON. Maybe you'll catch something that isn't registering with me for some reason or something I just simply wasn't aware of.


    Block


    TileEntity


    Blockstate.JSON


    BlockModel.JSON


    Note: BlockBasic is just a regular class extending Block for the simpler blocks to use. I also am registering exactly like my other Blocks and TileEntities.

    Posted in: Modification Development
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    posted a message on Silly question regarding IProperties

    So if I'm understanding right, as far as setting the INDEX property goes and retrieving the state with the property saved, these should technically be working? (Just setting it to a value of 0 for testing, btw)


    http://pastebin.com/f7BbewdY


    If so, the block currently is rendering as invisible. I'm assuming its because my variants in my JSON is structured wrong. Is this the correct format?


    http://pastebin.com/pNV0vzAX


    I have more cases than that, and the log doesn't spit out any missing texture locations etc. Maybe I am misunderstanding how to set up variants.

    Posted in: Modification Development
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    posted a message on Silly question regarding IProperties

    Am I setting this appropriately?

    http://pastebin.com/649jyxj9

    I read through the documentation and it says to call Block#getActualState when you need the extra data. How would I go about getting it when placing the block down?


    I am having trouble accessing certain information from within the Block#onBlockPlaced method and in the ChunkProvider#provideChunk

    	
    @Override
    public IBlockState onBlockPlaced(World world, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer) 
    {
    		
    	TileEntityBlockholeWall tile = (TileEntityBlockholeWall)world.getTileEntity(pos);
            
            // Not sure how to get the CORRECT information to be stored into the block in the first place.
    	tile.setIndex(this.getActualState(world.getBlockState(pos), world, pos).getValue(INDEX));
    		
    	return this.getActualState(world.getBlockState(pos), world, pos);
    }

    Here is the pastebin for the chunk provider:

    http://pastebin.com/Sy2eD56E


    I'm trying to create a block that acts as a cube (currently only testing the floor platform) and has a different texture based on the order it is placed. The cubes are 14x14x14, so each floor/wall/ceiling has 196 blocks to texture differently.


    I'm still sort of confused after reading the documentation where exactly I should set the blocks' INDEX property.

    Posted in: Modification Development
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    posted a message on Silly question regarding IProperties

    So I've never actually used the IProperties before, and am trying to get them to work. I am pretty sure that the JSON files are correct. I've ran them through jsonlint.com and also they don't return any render issues/errors when launching the game or placing the block.


    I guess there are two issues. One is,

    How do I properly set the property data from a different class? In my chunk loader, I have this but after printing it shows index=0 (index is the property)


    primer.setBlockState(i, j, k, BlockList.BLOCKHOLE_WALL.getDefaultState().withProperty(BlockBlockholeWall.INDEX, ((i-1) * 14 + (k-1))));



    (the chunks are being created in a 14x14 square starting offset by 1)


    I doubt this is the correct way to set the data but then again, it might be something in my block class :P actually, I'm pretty dang sure it is.


    Here are the two methods I am unsure on what to do with:




    @Override
     public IBlockState getStateFromMeta(int meta) 
     {
         return this.getDefaultState();
     }
     
     @Override
     public int getMetaFromState(IBlockState state) 
     {
         return 0;
     }



    Like I said, I have absolutely no clue how to start these out or what I'm trying to do with them. I thought metadata only went up to 16 for blocks, but my property needs 196 :/


    Here is the full Block class pertaining to blockstate:


    public static final PropertyInteger INDEX = PropertyInteger.create("index", 0, 195);
     
     public BlockBlockholeWall(BlockData blockdata) 
     {
     super(blockdata);
     this.setBlockUnbreakable();
     this.setLightLevel(1.0F);
     this.setDefaultState(this.blockState.getBaseState().withProperty(INDEX, 0));
     }
     
     @Override
     protected BlockStateContainer createBlockState() 
     {
     return new BlockStateContainer(this, new IProperty[]{INDEX});
     }
    
     @Override
     public IBlockState getStateFromMeta(int meta) 
     {
     return this.getDefaultState();
     }
     
     @Override
     public int getMetaFromState(IBlockState state) 
     {
     return 0;
     }

    I don't even know what to ask because I'm unsure how this works entirely lol

    Posted in: Modification Development
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    posted a message on Dimension Registered, not being saved on game exit?

    That fixed the issue, however, it created a new one or allowed a new one to happen.

    When I create a new world, it creates folders for all of the dimensions that were in a previous world as well as the new folder for the new dimension in the current world. I have a feeling they are being registered with the game but never unregistered because of the TODO comment from the forge team inside DimensionType. The TODO line kinda makes me think this just happens with dimensions in general..


         public static DimensionType register(String name, String suffix, int id, Class<? extends WorldProvider> provider, boolean keepLoaded)
        {
            String enum_name = name.replace(" ", "_").toLowerCase();
            DimensionType ret = net.minecraftforge.common.util.EnumHelper.addEnum(DimensionType.class, enum_name, ENUM_ARGS,
                    id, name, suffix, provider);
            return ret.setLoadSpawn(keepLoaded);
        }
        //TODO: Unregister? There is no way to really delete a enum value...
    }
    Posted in: Modification Development
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    posted a message on Dimension Registered, not being saved on game exit?

    I am currently registering my dimensions upon item use on a teleporter block. Here is how I'm checking if they are registered, and if not then register them:


    System.out.println(DimensionManager.isDimensionRegistered(tile.getDimensionID()));
    
    if (!world.isRemote)
    {
          tile = (TileEntityTeleporter)world.getTileEntity(pos);
     
          if (!DimensionManager.isDimensionRegistered(tile.getDimensionID()))
          {
               tile.setDimensionID(DimensionList.registerNewDimension());
          } 
     }



    The print statement shows false before going into the !world.isRemote if statement. Then, it creates the dimension that it found not registered and then later teleports the player to that dimension. The problem is, when I relaunch the game it does not work. The print statement prints false again, and the game creates a new dimension which overwrites anything you did inside the dimension.


    First troubleshooting, I removed the check if it was registered and didn't re-register the dimension (The dimensions are being dynamically created from an item). This showed the classic error of: "Could not get provider type for dimension #, does not exist"


    So what I've gathered is the server or the client or both are not loading registered dimensions when I restart Minecraft. I'm not sure exactly why and am hoping someone can point me in the right direction.


    EDIT* I also have checked the save file, and the folders for the dimensions are in fact there. So it is just not being loaded up on launch. I haven't been able to test on world restart because I haven't created a portal back to the overworld (relaunching creates a new player id, thus respawning me in overworld anyways). because I am in the process of creating the teleporter and ran into this bug first.

    Posted in: Modification Development
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    posted a message on Can Anyone Port A Mod To 1.11 from 1.7.10

    I am looking into including a similar feature into my current project on 1.10.2 in the next couple of weeks. I will post in here again if I proceed with my current plans and classes don't get too strenuous, prolonging the ETA. (I would most likely jump from 1.10.2 to 1.11.2 when I update)

    Posted in: Requests / Ideas For Mods
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