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Choonster

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Everything posted by Choonster

  1. You're using Java 9, which isn't supported by Forge. You need to use Java 8 instead.
  2. You're launching minecraft_server.1.10.2.jar, which is the Vanilla server. You need to launch the Forge JAR instead.
  3. There are, added in this PR specifically for situations like Chisel and CTM. tterag1098 (the primary maintainer of Chisel) said here that they'd switch to this system for CTM as soon as possible, but it appears that this has been forgotten. I've reported this to Chisel here.
  4. That doesn't answer my question completely. It's possible that the resource pack replaces the minecraft:stone blockstates file or the minecraft:block/stone and minecraft:block/stone_mirrored models with models that use a different texture name rather than replacing the minecraft:blocks/stone texture.
  5. This is because Chisel doesn't actually declare CTM as a dependency, it runs some client-only code in preInit to detect whether CTM is present and display the Missing Mods screen if it isn't. I believe it does this because CTM is only required on the client and not on the server.
  6. Does the resource pack definitely provide the minecraft:blocks/stone texture?
  7. I believe so, yes. I'm not sure if it makes much difference, Minecraft uses Grass everywhere and the game still manages to run. You can also use a multi-layer model (forge:multi-layer) that renders a model with the opaque base texture in the SOLID layer and another model with the transparent overlay texture in the CUTOUT_MIPPED layer; but this is probably overkill for a simple model like this. This requires overriding Block#canRenderInLayer to return true for the layers that the block can render in.
  8. Use ItemStack#isEmpty to check if an ItemStack is empty.
  9. Minecraft renders blocks with transparency disabled by default, you need to tell it to render your block in a different layer to use transparent textures. Do this by overriding Block#getBlockLayer to return CUTOUT, CUTOUT_MIPPED, or TRANSLUCENT as appropriate. The Grey Ghost explains the difference between the layers here. Grass (BlockGrass) uses a model like this with CUTOUT_MIPPED.
  10. MathHelper.wrapDegrees looks like the method you want. I discovered this by opening the MathHelper class and looking for a method that appeared to clamp an angle. I probably could have used MCPBot to find the new name of the method as well.
  11. Use GameRules#getString, GameRules#getBoolean or GameRules#getInt to get a String, boolean or int value respectively from a GameRrule. You should get the GameRules instance from the player's World, not the World for dimension 0 (which is what MinecraftServer#getEntityWorld returns).
  12. The Ender Pearl item does something like this, look at how it's implemented.
  13. It's a plain text file, you can just remove the line with the "parent" property.
  14. Using an IStateMapper to change the property order will mean that you can't use Forge's blockstates format to its full extent, you'll need to use fully-specified variants like in the basic Vanilla format. You can also use an IStateMapper to create property strings in the regular format when registering your models, like I do here, here and here.
  15. The forge:ore_dict ingredient doesn't accept a data property, because it doesn't make sense to specify the metadata of an arbitrary list of items. To allow a hammer with any damage value to be matched by the hammer ore name, you need to register the hammer to the Ore Dictionary using OreDictionary.WILDCARD_VALUE (32767) as the metadata value. As an alternative to using the ore dictionary, you can use a compound ingredient anywhere you'd use a regular ingredient. Simply use an array of ingredient objects in the JSON instead of a single ingredient object. This will create an ingredient that matches any of the items matched by its child ingredients. If you need to use this compound ingredient in multiple places, you can specify in _constants.json like this and reference it in a recipe like this.
  16. The only method you need to remove is WhiteCoralBlock#getCollisionBoundingBox, though BlockCoral#getCollisionBoundingBox can also be removed because it does the same thing as the super method (i.e. returns the same value as getBoundingBox). Remove WhiteCoralBlock#getCollisionBoundingBox and BlockCoral#getCollisionBoundingBox while leaving BlockCoral#getBoundingBox in place. If this doesn't work, post your new code.
  17. Variants in ModelResourceLocations and blockstates files are simply strings (despite Forge's format providing a way to specify per-property behaviours in any order), they need to match exactly. Minecraft always sorts properties in alphabetical order to form variant strings (unless you provide an IStateMapper that does otherwise) and Forge's blockstates format also performs this sorting for the properties you specify.
  18. Because your model doesn't contain any elements and doesn't extend a model that contains any elements. There's nothing for Minecraft to render. The "parent" attribute is more like the extends keyword, since it specifies the model that the current model should inherit its properties from. Side note: In future, please leave your original question in tact after it's been answered so people with similar issues can see both the question and the answer. Appending the answer to the original post is fine.
  19. When I said "remove the override", I meant "remove the method that overrides this method". Removing the @Override annotation is pointless, since it doesn't actually affect whether or not one method overrides another.
  20. Edit the first post and add [Solved] to the thread title.
  21. Post the latest versions of your three Block classes.
  22. You can separate category names with periods ( . ) when you call Configuration#get to create nested categories, e.g. config.get("general.nested_general", "property_in_nested", 2)
  23. Are you using the @Config annotations or are you using the Configuration class?
  24. Yes, you need to create your own model or extend an existing one.
  25. The Forge documentation explains how to set up a workspace here. It explains some of the basics about Blocks here and Items here. Registering things like Blocks and Items is explained here. If you have any specific questions, you can create a topic in the Modder Support section.
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