Jump to content

AmeliaLotus

Members
  • Posts

    25
  • Joined

  • Last visited

Posts posted by AmeliaLotus

  1. 6 hours ago, Draco18s said:

    Block metadata isn't used any more, except as a means of serialization. It's an implementation detail.

    And even that is going away in 1.13.

    I feel a little better about this then, for sure. Thank you for your help! 

    At the very least, I've learned quite a bit about API's and how to use them. Thanks!

  2. 2 hours ago, Draco18s said:

    No, its not. Minecraft has metadata blocks too (wool, planks, logs).

     

    Here's the list of vanilla ItemBlock subclasses:

    • ItemBanner
    • ItemCloth
    • ItemColored
    • ItemLeaves
    • ItemMultiTexture (This is the one I couldn't remember the name for that you want)
    • ItemPiston
    • ItemShulkerBox
    • ItemSlab
    • ItemSnow

    type.png

    ItemMultiTexture requires two blocks and a String array for the meta names. Sorry, but that makes no sense as to why I'd use that here. 

    Looks like I'm just going to give up the Metadata thing... No one even uses it anymore(Shown by the fact that only a few people on this forum understand Metadata in the first place)... I'll just be happy with what I've got on LightMod and call it good. I appreciate your help! I've learned quite a bit doing this for the past few days. Thank you!

  3. 1 hour ago, Draco18s said:

    That's where the custom ItemBlock class comes in. Right now you're using ItemBlock, which by default, places the default state of the block, ignoring any item metadata. Look at the type hierarchy for ItemBlock, I know vanilla has a meta-specific version.

    You're confusing me by telling me to look at the type hierarchy for ItemBlock.  That's just "Item". Inside item, it's the same issues.

    Code is below to how I reached this point. I know I have to switch "lighted_glass_block" with something, but I don't really know how I'd do it. Metadata is just so difficult, I would've been done by now if I just made a separate block for all 16...

    CommonProxy.registerBlockWithCustomItem(blockGlassLight, new ItemMetaBlock(blockGlassLight), "lighted_glass_block");

     

  4. 1 hour ago, Draco18s said:

    That's where the custom ItemBlock class comes in. Right now you're using ItemBlock, which by default, places the default state of the block, ignoring any item metadata. Look at the type hierarchy for ItemBlock, I know vanilla has a meta-specific version.

    So I "Cheated" and copied your ItemOreBlock class... it works ! Now I just need to find a way to name them... They're all named with the same exact name ... Now how would I even go about fixing that.... Hmmmm

  5. 3 minutes ago, Draco18s said:

    I'm still seeing a File Not Found error:

    Caused by: java.io.FileNotFoundException: blockstatetraining:blockstates/blockstatetraining.json

    Yeah. That was my bad. Used MODID instead of "lighted_glass_block.

    Here's some updated code: 

    	//Easy Register everything with CommonProxy(Server) and ClientOnlyProxy(Client)
        blockGlassLight = new LightedGlassBlock(Material.GLASS);   
        CommonProxy.registerBlockWithCustomItem(blockGlassLight, new ItemBlock(blockGlassLight), "lighted_glass_block");
        
    	//Call forth the proxy events!
    	MinecraftForge.EVENT_BUS.register(proxy);
    		

    This gives no errors, the item textures are FINALLY working, but they're all an identical block when placed(the item textures are appropriately working, however). They're all the white block instead of multi-colored. Also, I have absolutely no idea how to name each of them in my en_US.lang if they're all the exact same name in the Item list. 

    Meta data in F3 when hovering over each block placed is all color=white... so it's not giving me all the blocks that BlockColored places? 

  6. 2 hours ago, Draco18s said:

    Ah, sorry, for blocks that have variant items you need registerBlockWithCustomItem, so you can pass in a non-default ItemBlock instance (vanilla has one, I think its ItemBlockColored for colored blocks). There's a lot of register variants and I can't always remember the right one without looking (they are, however, intelligently named).

     

    Mind posting the whole log on Pastebin? The error isn't pointing to anything specific still.

    At this point, I'm just entering random things and trying it out.

    Here's my main class:
    https://pastebin.com/0fLSYYSi

    Here's my console error:
    https://pastebin.com/dAcuTEyK

    I even used comments to show you how I did the other ones. Maybe I'm just really screwing things up in my main class... (Probably the issue here...)

    And blocks don't show up anymore. Just the purple/black again.

     

    EDIT: WOOPS. I set the registryName to MODID instead of "lighted_glass_block" ... Still gives me an error for the items, and only gives me 16 of the exact same block instead of multiple variants... (Each and every item-instance gives me a white lighted block (perfectly textured on the block but not the item!)

  7. Just now, Draco18s said:

    You will need to show the whole error.

    I need the "Caused By" line that comes later.

     

    Odds are, something is wrong with your blockstate or model file.

    Spoiler

     [main/ERROR] [FML]: Exception loading model for variant blockstatetraining:blockstatetraining#color=cyan for blockstate "blockstatetraining:blockstatetraining"
    net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model blockstatetraining:blockstatetraining#color=cyan with loader VariantLoader.INSTANCE, skipping
        at net.minecraftforge.client.model.ModelLoaderRegistry.getModel(ModelLoaderRegistry.java:153) ~[ModelLoaderRegistry.class:?]
        at net.minecraftforge.client.model.ModelLoader.registerVariant(ModelLoader.java:237) ~[ModelLoader.class:?]
        at net.minecraft.client.renderer.block.model.ModelBakery.loadBlock(ModelBakery.java:153) ~[ModelBakery.class:?]
        at net.minecraftforge.client.model.ModelLoader.loadBlocks(ModelLoader.java:225) ~[ModelLoader.class:?]
        at net.minecraftforge.client.model.ModelLoader.setupModelRegistry(ModelLoader.java:152) ~[ModelLoader.class:?]
        at net.minecraft.client.renderer.block.model.ModelManager.onResourceManagerReload(ModelManager.java:28) [ModelManager.class:?]
        at net.minecraft.client.resources.SimpleReloadableResourceManager.registerReloadListener(SimpleReloadableResourceManager.java:121) [SimpleReloadableResourceManager.class:?]
        at net.minecraft.client.Minecraft.init(Minecraft.java:559) [Minecraft.class:?]
        at net.minecraft.client.Minecraft.run(Minecraft.java:421) [Minecraft.class:?]
        at net.minecraft.client.main.Main.main(Main.java:118) [Main.class:?]
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_172]
        at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_172]
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_172]
        at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_172]
        at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
        at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_172]
        at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_172]
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_172]
        at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_172]
        at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:97) [start/:?]
        at GradleStart.main(GradleStart.java:25) [start/:?]
    Caused by: net.minecraft.client.renderer.block.model.ModelBlockDefinition$MissingVariantException
        at net.minecraft.client.renderer.block.model.ModelBlockDefinition.getVariant(ModelBlockDefinition.java:83) ~[ModelBlockDefinition.class:?]
        at net.minecraftforge.client.model.ModelLoader$VariantLoader.loadModel(ModelLoader.java:1182) ~[ModelLoader$VariantLoader.class:?]
        at net.minecraftforge.client.model.ModelLoaderRegistry.getModel(ModelLoaderRegistry.java:149) ~[ModelLoaderRegistry.class:?]
        ... 21 more

    That's the whole error.

     

    {
       "parent": "block/cube_all",
       "textures": {
           "all": "blockstatetraining:blocks/lighted_glass_block"
       }
    }
    
    

    That's my model json

     

    {
        "variants": {
            "color=white": { "model": "blockstatetraining:lighted_glass_white" },
            "color=orange": { "model": "blockstatetraining:lighted_glass_orange" },
            "color=magenta": { "model": "blockstatetraining:lighted_glass_magenta" },
            "color=light_blue": { "model": "blockstatetraining:lighted_glass_lightblue" },
            "color=yellow": { "model": "blockstatetraining:lighted_glass_yellow" },
            "color=lime": { "model": "blockstatetraining:lighted_glass_lime" },
            "color=pink": { "model": "blockstatetraining:lighted_glass_pink" },
            "color=gray": { "model": "blockstatetraining:lighted_glass_gray" },
            "color=silver": { "model": "blockstatetraining:lighted_glass_lightgray" },
            "color=cyan": { "model": "blockstatetraining:lighted_glass_cyan" },
            "color=purple": { "model": "blockstatetraining:lighted_glass_purple" },
            "color=blue": { "model": "blockstatetraining:lighted_glass_blue" },
            "color=brown": { "model": "blockstatetraining:lighted_glass_brown" },
            "color=green": { "model": "blockstatetraining:lighted_glass_green" },
            "color=red": { "model": "blockstatetraining:lighted_glass_red" },
            "color=black": { "model": "blockstatetraining:lighted_glass_black" }
                    }
    }

    This is my blockstate json.

    It all works perfect if I used RegisterBlock (Items don't work, of course...), and if I use BlockWithItem then it all breaks.

  8. 5 hours ago, Draco18s said:

    Its a block, use the RegisterBlockWithItem method, it will automatically create and register the item form.

    I thought so! That was my first try, but it doesn't load the blocks nor the items correctly.  
     

    Exception loading model for variant blockstatetraining:blockstatetraining#color=cyan for blockstate "blockstatetraining:blockstatetraining"

    It works with RegisterBlock, just not RegisterBlockWithItem...
     

  9. 15 hours ago, Draco18s said:

    Yes, you would need those too. You can put them anywhere convenient, just update the package names and import reference. I forgot about those two.

     

    IMetaLookup is how I handle enum variants for items, e.g. this enum and this item. IItemWithMeshDefinition is used for custom mesh definitions (you can omit this one and any code that uses it, if you don't need NBT-driven models, e.g. this item). They just let me specify strict types for the generic methods and know that I'm getting everything needed in order to register things completely.

     

    Its not perfect, but once set up it works amazingly.

    How do I use the -withVariant version if I don't technically have any 'variant' to give it? I am simply extending BlockColored and the other "RegisterItems" doesn't seem to work at all.

  10. 2 hours ago, Draco18s said:

    Yes, you would need those too. You can put them anywhere convenient, just update the package names and import reference. I forgot about those two.

     

    IMetaLookup is how I handle enum variants for items, e.g. this enum and this item. IItemWithMeshDefinition is used for custom mesh definitions (you can omit this one and any code that uses it, if you don't need NBT-driven models, e.g. this item). They just let me specify strict types for the generic methods and know that I'm getting everything needed in order to register things completely.

     

    Its not perfect, but once set up it works amazingly.

    Alright, so I have attempted (to the best of my ability) to register with your api.

    I get no error, but the blocks aren't showing anymore. https://pastebin.com/XTuBCxSf
    Here's the github for all of the code!

    EDIT: I figured out that it's just not running the registerBlocks and registerItems SubscriberEvents. Fun...

  11. 28 minutes ago, Draco18s said:

    All you should have to do is:

    1. Copy-paste the raw text into a class file somewhere in your project.
    2. Let Eclipse rename and fix package declarations as needed.
    3. Replace all references to Hardlib with a reference to your own mod.
      • Be aware that these classes were proxy-based.
      • If you copy the code into your common proxy and your client proxy, you will just need to replace HardLib with your own main class name.

     

    If I just copy pasted into my Client and Common proxies, would I need your API files, such as IMetaLookup, MeshDefinitions, etc? It's a whole lot of files for a little register item thing...

  12. 1 hour ago, Draco18s said:

    Honestly?

     Grab these two classes. They're set up as Common/Client proxy, just wire them up to use your own mod class rather than HardLib and change the package name (or if you want, declare a dependency on HardLib).

    Then use EasyRegistry.registerItem(...) and EasyRegistry.registerBlock(...) (or the -WithVariants version).

     

    I've done a lot of work to make the system easy to use and still conform to proper registration methods.

    Truthfully, I've never done dependencies or tried modifying someone's entire class codes to fit mine. It just never works. 

    But I tried, and failed miserably...Now I have to redo everything by downloading on GitHub because I don't have a clue what broke...

  13. 20 minutes ago, Animefan8888 said:

    You haven't declared all the variants, I believe this is your problem, but I can't be sure without the log.

    I ended up scrapping it since it broke the entire thing after messing with it. 

    Back to the drawing board for registering this entire thing...

    Do you happen to have anywhere to point me to as a tutorial for registering the item textures for this situation? 

     

  14. This code should be having no problems register the item stack from the metadata

     

    Spoiler
    
    @SubscribeEvent
            public static void registerItemBlocks(final RegistryEvent.Register<Item> event) {
                final ItemBlock[] items = {
                        //Item registry goes here (Blocks need both)
                        new ItemCloth(LIGHTED_GLASS_BLOCK),
                };
    
                final IForgeRegistry<Item> registry = event.getRegistry();
    
                for (final ItemBlock item : items) {
                    final Block block = item.getBlock();
                    final ResourceLocation registryName = Preconditions.checkNotNull(block.getRegistryName(), "Block %s has null registry name", block);
                    registry.register(item.setRegistryName(registryName));
                    ITEM_BLOCKS.add(item);
                }
            }

     

    And yet this code in the json: 

    Spoiler
    
    "variants": {
            "color=white": [{
                "textures": {
                    "all": "blockstatetraining:lighted_glass_white"
                },
                "model": "blockstatetraining:lighted_glass_white"
            }],

     

    Doesn't even work for "textures". I made sure to re-read forge documentation as well. No errors at all. This should 100% work... the Blocks work perfectly, just not the items in your hands.

  15. 17 minutes ago, Draco18s said:

    Caused by: java.lang.RuntimeException: Encountered an exception when loading model definition of model blockstatetraining:blockstates/lighted_glass_block.json

    Caused by: java.io.FileNotFoundException: blockstatetraining:blockstates/lighted_glass_block.json

    Your modID is "blockstatetraining", but your assets folder is named "bst"

    I cannot believe I just made a rookie mistake like that. I'm used to initials and for some reason I went with a full name this time... 

    Thanks a whole bunch!

  16. 1 minute ago, Animefan8888 said:

    I don't believe your BlockState file is correct. You declare the forge version, and then try to use the vanilla version to define the variants.

    Even just erasing the forge_marker doesn't seem to do anything... Still, I had forgotten that I am Technically using vanilla versions of the BlockColored class. 

  17. 1 minute ago, Animefan8888 said:

    Please post your whole log. Is your BlockState file located in assets/modid/blockstates? Does your BlockState file have the same name as your blocks registry name?

    I went ahead and uploaded the entire src to GitHub-> https://github.com/AmeliaLotus/BlockStateTraining

    The console error that's relevant is here: https://pastebin.com/7eKu4LM1

    Yes, my blockstates are found in assets/bst/blockstates and the file name is identical to the registry name. As defined by this line of code:
     

    public static final Block LIGHTED_GLASS_BLOCK = new LightedGlassBlock("lighted_glass_block", Material.GLASS);

     

  18. 14 hours ago, Animefan8888 said:

    This means your blockstate file is missing a variant for the color property. Specifically "color=white".

    In the case of learning how blockstates work and the syntax of them look into the vanilla blockstate files, and take a look at forge's documentation of vanilla and forge blockstates.

     

    Then once you understand them I have a class that automatically makes a blockstate file for a specified block here. This is meant for blocks that have a ridiculous amount of variants like pipes.

    The vanilla and forge blockstate documention is super easy to follow, and I already understood most of it, due to using it in my mod "LightMod"... Though the blockstate doesn't seem to work with my new BlockColored block.

     

     

    13 hours ago, Draco18s said:

    Not neccessarily. The error is only the surface error:
     - It can be caused by a missing block state file (the game still fails to find the variant)
     - It can be caused by a malformed json file (the game still fails to find the variant)

     - It can be caused by an incomplete json file (as you suggest, the game still fails to find the variant)

     - It can be caused by a missing or bad model file (e.g. something the blockstate file says to load, but the game fails to find, the game still fails to find the variant)

     

    The surface level error "variant failed to load" is meaningless until you dig deeper to find the "Caused By" line following it.

    So I tried my best to rewrite the json's... However, I am getting an error that's almost the same. Basically says "I'm looking for #color=white, and you're giving me

    [color=white]

    Also, there should be a way to write the blockstate.json to where I can completely skip the models.json portion, right?  

    Let's assume I keep all of the default metadata for BlockColored and create a new block from it... an example.json that I looked at is this->
    https://pastebin.com/fFtfPEnJ

     

    So instead of trying that, since it apparently was not doing anything, I changed it up and made it similar to a simpler variant blockstate... this->https://pastebin.com/ycAntGth

    Neither work. It MIGHT not be the .json files unless I have to code something differently. This also means I have a whole lot more to learn than what I can learn from the previous examples...

    Help?

  19. 30 minutes ago, Draco18s said:

    getMetaFromState is only used by Minecraft to save the world to disk.

     

    "How you've always done it" is in the form of metadata: magic integers ("why does 1 mean north for ladders, but south for furnaces? And white for dye and black for wool?" because magic numbers, that's why).

     

    In any case, the enum you have in your class file there is useless, get rid of it. All it is is a duplicate of the EnumColor supplied by vanilla minecraft (and used by BlockColored). This is likely the source of your issues.

    How do I set up a block with Meta data if I can't use the EnumColor? Is it automatic when setting up a block that extends BlockColored? Sorry, minecraft modding is still somewhat new to me especially with metadata...

    EDIT: Getting an error: Exception loading model for variant blockstatetraining:lighted_glass_block#color=white for blockstate "blockstatetraining:lighted_glass_block

  20. 18 minutes ago, Draco18s said:

    Ok so, here's what you need to know:

     

    1) Metadata is an implementation detail dealing with how the block serializes to disk as well as the metadata of the item form (however these two values may not be the same: modders use the same values for simplicity's sake, but nothing in the code requires it). That's it.

    2) The properties handle how the block is dealt with at run time, including its blockstate.json file (represented by strings)

    3) The blockstate,json file dictates what model to use (and any state-based overrides)

    4) The model dictates what texture(s) to use.

    5) The blockstate state based overrides can alter the texture

    Right. I understood that actually. (except the serializes to disk part.. but I am pretty sure I know what you mean)

    The problem I'm having is that I'm extending BlockColored .. I'll pastebin link you to show you how...  
    Pastebin1: https://pastebin.com/vAGwaMq9
    So I'm trying to make the blockstate in the form of Meta data, instead of how I've always done it. Perhaps the json is where I've messed up... I have different textures for each and every metadata variant ("Color"), as well as a default state just in case.
    Pastebin2: https://pastebin.com/mKb7ycG0
     

    Any ideas on how I'd fix this ?

  21. 1 hour ago, aw_wolfe said:

    I know. Love to greyghost.

    So I did the config stuff ... and the config button still can't be clicked in the forge mods section...

    Am I missing something? Maybe I need to add more than what GreyGhost has?

    EDIT: It gave an error. I fixed it. It works now. Thanks!

     

    EDIT2: I don't think he shows how to do EnumColor like wool does... All that should be required is some sort of EnumColor property... Unless I really don't know what I'm talking about at all...

  22. I've looked in quite a few places where people are using Config files, as well as beautiful blockstates... but I cannot understand a single thing...

    All I'm looking for is a tutorial on learning how to do a simple configuration file (to enable and disable any block you create), as well as learning how to do Blockstates like you would for wool. I want to be able to dye my block any of the 16 colors simply by using dye. I don't want to have to create hundreds of recipe changes for each and every one (256 combinations for each block I want to make)

    Is there anywhere I can start learning this? My current mod-code is listed on my GitHub here: https://github.com/AmeliaLotus/LightMod

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.