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SiriusWolf

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    You may find me at P4X-639!

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  1. Yup, I feel like a dumbass because I even read that in the notes on github about that and didn't think to try it lol. Thank you Draco, saving the world as usual. I looked at the AxeItem class after I read the post. Make sure new Item.Properties().addToolType(TYPE, LEVEL) even though the material is added first.
  2. Neither ItemTool nor ItemAxe as valid classes, and the material I'm using already implements IItemTier.
  3. Glad I wasn't the only one, I was fiddling around with 1.13 this-morning switched the launcher to and from beta. Guess it didn't hit me it was the launchers fault lol.
  4. Maybe I'm looking in the wrong place, but I can't find ToolAxe etc. anyplace, and that was viable in 1.13 all I see now is ToolItem extends TieredItem I'm trying to get my feet wet again haven't modded since early 1.12. =/ It seems that the constructor is fairly similar, it wants an offset damage, attack speed, IItemTier of which I've made my own IItemTier enum material etc. But I'm lost as to what effectiveBlocksIn is and how I use it, as well is the builder for Properties the same as normal items? public static Item magic_axe = new ItemMagicAxe(-1.5f, 5f, ToolMaterialList.magicMaterial, NotSureWhatIPutHere, WhichPropertiesGoHere?);
  5. http://goo.gl/TSNMvo It seems to be that bottom half that matters, directing gradle to build 3 separate libraries that all depend on 1 of them. I've never played with the build file and didn't get it enough when I first looked at it when I began modding, but I'd really like to be able to release the next couple of batches of stuff for my mod in parts rather than have another 5-10 config file options the average user probably doesn't look at anyway. lol
  6. Hey there, because I use 2 entirely different versions of forge this has never been an issue. But now that I've released my 1.8 version there's things I want to add, but not as a part of the main mod. Mods like TE, Mekanism, Growthcraft, etc. all have addons that require a base mod. What is the proper way to have multiple mods and addons in a single forge copy but only build them one at a time and be dependent? I've tried fooling with the package structure and such, and even tried it the way I'd do this task in C# (VS) but it all builds together.
  7. There's also new render methods for certain types of blocks like getBlockLayer & isFullCube.
  8. I'd have to see the rest of the block's code, because honestly the only trouble I'm having is with registering the fluid. The texturing is done within the blockstate file now and you have to make sure you define TRANSLUCENT as well as a few other rendering methods.
  9. I'm creating a type of tool that will break the block immediately to the left and right of the block hit. I've gotten that working just fine along with the harvest event (thanks Draco) but my issue is I can't figure out how to tell the left and right block. +- X isn't always left/right if you're facing north or east they're different directions. I've tried gathering by blockstate and blockpos but the best I've come up with is using the old MathHelper to grab the player's facing direction, which if you're at an angle such as North-West still will come up wrong and doesn't help for top/bottom tl/dr: Is there a method for finding out what facing side (north/up/down/west etc) of a block you hit with a tool?
  10. Wow...such a simple change, an annoying one, but simple once it's been explained. Thank You.
  11. Oook, so for anyone having these same issues, lemme tell you that I added IEnergyHandler & IEnergyConnection to my connection checks. So far I can pull, move, and pass power to about 3 different mods but sometimes it doesn't grab unless it's straight on from the source. Not sure if that's me or the other mod yet. Minefactory Reloaded also isn't accepting power from these yet; not sure if it's something I'm doing. But hopefully what I have figured out will help others.
  12. Ok so I made that adjustment you mentioned, and that fixed the energy issue. Thank You! But I'm still noticing that it's only connecting to certain machines. BC machines are fine, but it doesn't recognize MFR machines as anything that it can connect to, and it only accepts power if the pipe is going straight. Is that a fault in my code? Visual Explination:
  13. Are you talking about a custom model? In that case just change the variable inside the model for the new size. If you're talking about a custom texture for a normal cube block like all the other's in MC, you don't have to do anything it will render the higher quality texture to fit the block giving it a better look.
  14. Along with metadata the easiest way to do it is place the code inside your model class, not the tesr. Something I recently learned to do. Check this thread: Look Here
  15. Ok so I've tried directly modifying the internal storage to at least have power in there, but it's still not passing, is my code for sending the power incorrect?
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