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jmilthedude

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Everything posted by jmilthedude

  1. Minecraft Version: 1.13.2 Forge Version 25.0.10 Started multiple single player worlds and the issue is replicating.When harvesting crops which are less than age 7 (not full grown) they do not drop themselves. For instance, plant a carrot, then break the carrot. It will not drop. This issue does not exist in Vanilla. To see proper function, plant a crop in pure vanilla, then break it. It will drop that item. I suspect something along the carrots not being recognized as "seeds". Because when breaking wheat that is not full grown, the seeds drop. As well as Beetroot. This affects carrots, potatoes etc. EDIT: Would like to add, this is in a dev environment using the example mod. I have changed nothing. One thing I have tested is printing out "getDropChance()" in the Harvest event. It is always 1.0 so I'm not sure that is playing a part.
  2. Talking to myself but this gets close to what I want.. @SubscribeEvent public static void controlCamera(CameraSetup e) { if (keyPressed == true) { if (e.getEntity() instanceof EntityPlayer) { e.setPitch(Mouse.getY()); e.setYaw(Mouse.getX()); } } } The problem is that it is based on the pixels of x and y. I need to figure out how to get it to match the player's sensitivity and also apply clamping properly.
  3. I might need to be more clear in my intent. I want to control the camera without changing the orientation of the body. So if you are walking straight, and you mvoe the mouse, you will continue to walk straight but the camera will change direction.
  4. Can anyone point me to how looking without affecting movement is handled? Like how the player can look around while moving in a boat? EDIT: never mind the horse.. it moves the direction you move the mouse. I forgot.
  5. got it. changed to EnumFacing and checked if EnumFacing.NORTH, etc. Though it worked the other way, I suppose this is better in the long run. Now to make sure that it will not place if any of the blocks will collide with existing blocks..
  6. So, approach 2. This works, but I feel like there has to be a better way.. Seems excessive to me, the way I've done it. public static void onMiniPlaced(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) { String facing = placer.getHorizontalFacing().toString(); if (facing == "north") { worldIn.setBlockState(pos.add(-1, 0, 0), ModBlocks.BLOCK_FRONT_LEFT.getDefaultState()); worldIn.setBlockState(pos.add(0, 0, 0), ModBlocks.BLOCK_FRONT_CENTER.getDefaultState()); worldIn.setBlockState(pos.add(1, 0, 0), ModBlocks.BLOCK_FRONT_RIGHT.getDefaultState()); worldIn.setBlockState(pos.add(-1, 0, -1), ModBlocks.BLOCK_BACK_LEFT.getDefaultState()); worldIn.setBlockState(pos.add(0, 0, -1), ModBlocks.BLOCK_BACK_CENTER.getDefaultState()); worldIn.setBlockState(pos.add(1, 0, -1), ModBlocks.BLOCK_BACK_RIGHT.getDefaultState()); worldIn.setBlockState(pos.add(1, 1, -1), ModBlocks.BLOCK_TOP_LEFT.getDefaultState()); worldIn.setBlockState(pos.add(0, 1, -1), ModBlocks.BLOCK_TOP_CENTER.getDefaultState()); worldIn.setBlockState(pos.add(-1, 1, -1), ModBlocks.BLOCK_TOP_RIGHT.getDefaultState()); } else if (facing == "east") { worldIn.setBlockState(pos.add(0, 0, -1), ModBlocks.BLOCK_FRONT_LEFT.getDefaultState()); worldIn.setBlockState(pos.add(0, 0, 0), ModBlocks.BLOCK_FRONT_CENTER.getDefaultState()); worldIn.setBlockState(pos.add(0, 0, 1), ModBlocks.BLOCK_FRONT_RIGHT.getDefaultState()); worldIn.setBlockState(pos.add(1, 0, -1), ModBlocks.BLOCK_BACK_LEFT.getDefaultState()); worldIn.setBlockState(pos.add(1, 0, 0), ModBlocks.BLOCK_BACK_CENTER.getDefaultState()); worldIn.setBlockState(pos.add(1, 0, 1), ModBlocks.BLOCK_BACK_RIGHT.getDefaultState()); worldIn.setBlockState(pos.add(1, 1, -1), ModBlocks.BLOCK_TOP_LEFT.getDefaultState()); worldIn.setBlockState(pos.add(1, 1, 0), ModBlocks.BLOCK_TOP_CENTER.getDefaultState()); worldIn.setBlockState(pos.add(1, 1, 1), ModBlocks.BLOCK_TOP_RIGHT.getDefaultState()); } else if (facing == "south") { worldIn.setBlockState(pos.add(1, 0, 0), ModBlocks.BLOCK_FRONT_LEFT.getDefaultState()); worldIn.setBlockState(pos.add(0, 0, 0), ModBlocks.BLOCK_FRONT_CENTER.getDefaultState()); worldIn.setBlockState(pos.add(-1, 0, 0), ModBlocks.BLOCK_FRONT_RIGHT.getDefaultState()); worldIn.setBlockState(pos.add(1, 0, 1), ModBlocks.BLOCK_BACK_LEFT.getDefaultState()); worldIn.setBlockState(pos.add(0, 0, 1), ModBlocks.BLOCK_BACK_CENTER.getDefaultState()); worldIn.setBlockState(pos.add(-1, 0, 1), ModBlocks.BLOCK_BACK_RIGHT.getDefaultState()); worldIn.setBlockState(pos.add(-1, 1, 1), ModBlocks.BLOCK_TOP_LEFT.getDefaultState()); worldIn.setBlockState(pos.add(0, 1, 1), ModBlocks.BLOCK_TOP_CENTER.getDefaultState()); worldIn.setBlockState(pos.add(1, 1, 1), ModBlocks.BLOCK_TOP_RIGHT.getDefaultState()); } else if (facing == "west") { worldIn.setBlockState(pos.add(0, 0, 1), ModBlocks.BLOCK_FRONT_LEFT.getDefaultState()); worldIn.setBlockState(pos.add(0, 0, 0), ModBlocks.BLOCK_FRONT_CENTER.getDefaultState()); worldIn.setBlockState(pos.add(0, 0, -1), ModBlocks.BLOCK_FRONT_RIGHT.getDefaultState()); worldIn.setBlockState(pos.add(-1, 0, 1), ModBlocks.BLOCK_BACK_LEFT.getDefaultState()); worldIn.setBlockState(pos.add(-1, 0, 0), ModBlocks.BLOCK_BACK_CENTER.getDefaultState()); worldIn.setBlockState(pos.add(-1, 0, -1), ModBlocks.BLOCK_BACK_RIGHT.getDefaultState()); worldIn.setBlockState(pos.add(-1, 1, 1), ModBlocks.BLOCK_TOP_LEFT.getDefaultState()); worldIn.setBlockState(pos.add(-1, 1, 0), ModBlocks.BLOCK_TOP_CENTER.getDefaultState()); worldIn.setBlockState(pos.add(-1, 1, -1), ModBlocks.BLOCK_TOP_RIGHT.getDefaultState()); } }
  7. Alright then I need to have each piece of the multiblock have its own block and model (9 blocks total). Perhaps I can have the player place particular blocks and then their model changes when the multiblock is formed? I really don't know how to approach this. I suppose I should look at immersive engineering in how they form the coal coke furnace and apply one texture to the whole 3x3 side of it. To determine what blocks are where I am thinking I can use a 3 dimensional array..
  8. Hello, I have searched thoroughly on this and have so far come up with nothing. I would like to make a multiblock structure that has an odd shape. You can see what I mean in the image attached. I have been thinking of approaching this two ways. One would be utilizing a few different blocks that need to be placed a certain way, and then an item to activate the multiblock, which would change how it is rendered into one uniform model. The other approach is to have a tile entity that has a java model and is in essence a single block with a bounding box extending past the single block space. The structure is going to be a table that is 3 wide and 2 deep, with 3 buckets along the back half. Thus a semi complicated model I think and I can't recall another structure out there that I can reference.
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