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tyrian

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  1. I guess I should be more specific. That was written in a bit of a rush... I can check to see if I'm riding something but not what that something is. How do I check if it's specifically a llama and then how do I change the specific llama that the player is riding rather than all Llamas?
  2. Hi I'm messing about with various armor and item effects. Is there a way to make Llama's and other entities controllable with an item. For example I want to make a set of armour which detects if you are riding a llama and then makes that llama controllable. I can get the detection working but how do I change the canBeControlled boolean in EntityLlama without messing without making a whole new Entity?
  3. Ohhhhh. I understand what you mean now. UniversalBucket.getFilledBucket((ForgeModContainer.getInstance().universalBucket), (ModFluids.fluidliquid)) it totally works. thanks man, I really appreciate the help, and I get why you were saying it was simple. I have learnt a lot.
  4. Creating an itemstack of the universal bucket. Everything I try throws up errors. I get that the solution is probably super simple and basic Java but as I said before I'm just learning this as I go. I really appreciate the help and I get that you probably think I'm an idiot but I'm just trying my best dude.
  5. Oh OK, sorry I kind of figured I was doing something foolish. can you point me in the right direction for a tutorial or example. I'm kind of just guessing my way through this.
  6. I have all the textures working now Thank you so much for all you help. I also have buckets showing up in the correct creative tab. I realize this is probably getting pretty irritating for you so I swear this is the last problem... when I try to use a universal bucket in my mod recipe class I use: ForgeModContainer.getInstance().universalBucket which means any universal bucket can be used in the recipe but when I add .getFilledBucket(UniversalBucket, "fluidliquidessence") to specify a particular fluid it wants me to define UniversalBucket as a variable which just leads to further warnings. Am I missing something obvious? do you have an example I can read through?
  7. Hey man Thanks so much for all your help. I'm almost there I think. The only error I get for my texture now is: [08:42:39] [Client thread/ERROR] [TEXTURE ERRORS]: Problem: broken aspect ratio and not an animation [08:42:39] [Client thread/ERROR] [TEXTURE ERRORS]: textures/fluid/liquidessence_still.png [08:42:39] [Client thread/ERROR] [TEXTURE ERRORS]: textures/fluid/liquidessence_flow.png Not really sure how to fix this... my texture size is 16x256 so it should have a correct aspect ratio, and is animation suppose to be defined in the json?
  8. Hey Choonster I've moved my textures to the path you suggested keeping them with other blocks but they still don't seem to work. I'm sure this is a really simple thing but I have no idea how to reference the resource. currently my resource location is specified like this: super("liquidessence", new ResourceLocation(Magic.MOD_ID, "liquidessence.flow"), new ResourceLocation(Magic.MOD_ID, "fluids/liquidessence_still")); I'm guessing it's this one line or my .json really appreciate the help.
  9. I'm struggling to create my first fluid for my mod. Any help is greatly appreciated. Firstly I want to be able to use the fluid in recipe's. I'm currently using Forge's UniversalBuckets but I can't seem to figure out how to reference this as an item from my ModCrafting class. I'm guessing it's a simple one line of code but I have no clue where to start. but the big issue is I can't seem to wrap my head around the setting the textures up. I think it's my resource locations. The png's are labelled correctly but I honestly don't know how to set up the path correctly. I've kind of been learning Java as I go... the texture png's are located in /MDKExample/src/main/resources/assets/tmm/textures/fluid/liquidessence_flow.png /MDKExample/src/main/resources/assets/tmm/textures/fluid/liquidessence_still.png Other than the Pre-init and init in the main file / proxy's here's all my code here's the fluid class: and the ModFluids class: and finally the blockstate json Thank you kind people of the internet
  10. Hi I'm trying to do a couple things with my mod and I can't find tutorials for them anywhere. I'm making my mod for 1.11.2 and I'm looking to: *generate randomized structures - I want to make random sized and shaped islands appear in the sky. I know how to do stuff like generate ore veins if that's a similar process. *check a block structure - there are lots of magic mods which require you to place blocks in certain patterns/structures to enhance or allow you to make magic. i want to do a similar thing *create an in game guide book - again lots of mods do this already and I'm surprised I can't find a tutorial for it Thanks to anyone who can point me in the right directions.
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