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GalianRyu

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    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2415245-rpcraft-toolkit-blocks-to-add-depth-to-your
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    Vita non est vivere, sed valera vita est

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  1. I cannot believe this actually worked, but it does! I glanced over the code that makes the blockstates from the new system and test this and it works: { "forge_marker": 1, "defaults": { "textures": { "top": "millenaire:blocks/tilestopvert", "bottom": "blocks/stonebrick", "front": "millenaire:blocks/tilesfront", "back": "millenaire:blocks/tilesfront", "side": "millenaire:blocks/tilesfront" } }, "variants": { "facing": { "north,half=bottom": { "y": 270 }, "south,half=bottom": { "y": 90 }, "east,half=bottom": { "y": 0 }, "west,half=bottom": { "y": 180 }, "north,half=top": { "y": 270, "x": 180 }, "south,half=top": { "y": 90, "x": 180 }, "east,half=top": { "y": 0, "x": 180 }, "west,half=top": { "y": 180, "x": 180 } }, "shape": { "straight": { "submodel": { "stonePart": { "model": "millenaire:byzantineStairsStonePart", "uvlock": true }, "tilePart": { "model": "millenaire:byzantineStairsTilePart", "uvlock": false } } }, While this is somewhat of a hack, I'd suggest actually making it a thing, because it greatly increases the options available in this new system. Immense gratitude to Jeffryfisher for giving me the idea to keep experimenting!
  2. Is there a way to do that without having to change the Enum values in the code itself Jeffery?
  3. Ah, okay that makes sense. Means I have to either abandon doing the stairs this way and just use a simpler model, or I have to switch from inheriting stairs and define a blockstate that would let me include both directional rotations in one variable (upper-north, upper-south, lower-north, etc). Okay, well thank you both for helping me out!
  4. If that's the case, wouldn't it also fail to work on "facing"? It orients to the correct Y value on all of those. And if I take out the changes to Y in facing, then if flips on X just fine. I guess I'm failing to understand exactly what you mean, aside from update to 1.10? (which is the plan eventually, but this is not a small mod and that's a fair bit of work).
  5. For further info: I tried editing it this way, as a test. "variants": { "half": { "top": { "x": 180 }, "bottom": { "x": 90 } }, "facing": { "north": { "y": 270 }, "south": { "y": 90 }, "east": { "y": 0 }, "west": { "y": 180 } }, And now it ignores "half" completely, even when facing is east. So it seems like multiple variables can't both be affecting the rotation, is this a bug in Forge itself?
  6. I'm trying to use the new Submodel Blockstates to make some unique stairs and I've encounterted something odd, hoping you guys might know what I can do. Here is an excerpt from the JSON file in question: { "forge_marker": 1, "defaults": { "textures": { "top": "millenaire:blocks/tilestopvert", "bottom": "blocks/stonebrick", "front": "millenaire:blocks/tilesfront", "back": "millenaire:blocks/tilesfront", "side": "millenaire:blocks/tilesfront" } }, "variants": { "half": { "top": { "x": 180 }, "bottom": {} }, "facing": { "north": { "y": 270 }, "south": { "y": 90 }, "east": {}, "west": { "y": 180 } }, "shape": { "straight": { "submodel": { "stonePart": { "model": "millenaire:byzantineStairsStonePart", "uvlock": true }, "tilePart": { "model": "millenaire:byzantineStairsTilePart", "uvlock": false } } }, No errors in the console, no problem rendering the block, but the issue is that it won't flip the stairs unless they facing East. Basically unless "facing" is East, "half" is being completely ignored. I've run many tests and isolated that as the problem. Anyone know what I can do?
  7. Hey All, So all I want to do is present a user with a simple "Yes/No" option when an Item is used that determines what the item actually does. I have utilized GuiScreen a lot (for books/tutorials), so making a GUI isn't hard, but I'm curious what the best way is to make the server aware of which button is pressed? Most GUI tutorials literally just say "do something here" and I've looked at packeting tutorials and every different one has you doing different things to create a packet so I'm not sure what's the best/cleanest/least-likely-to-cause-problems way to handle this fairly simple return to the server? Any help is greatly appreciated.
  8. Looks like I after somewhat more careful analysis, need to extend PathNavigateGround and have it use a custom WalkNodeProcessor. In my custom WalkNodeProcessor I need to override GetVerticalOffSet() to return 1 or 2 for a FenceGate, probably 2. Now I just need to figure out how to open the gate, other than just straight up changing it's Blockstate.
  9. So I'm building a mob and I want it to be able to go through Fence Gates, unlike vanilla mobs. I'm playing around with a few ideas for how to have it "open" the gate without getting hacky, but my primary question to the forums is this: How can I make path-finding smart enough to navigate through the gate? I have studied the path finding code somewhat, and I know how to call the normal pathfinding algorithms, but I'm a little lost if I was to start trying to make a custom PathNavigate; it's fairly complex. Is there a tutorial somewhere on setting up custom pathfinding? Anyone have any ideas on the simplest way to do this?
  10. Hey All, I wanted to use the Lang File to actually localize books that are found in my mod, but in order to do this I need to be able to have a line in the Lang File recognize a line break. Does anyone know what I can put in to have it read a carriage return? I've tried every variation of the Unicode Carriage Return I can find.
  11. Found It! It's in BlockChest.getLockableContainer(), it sets the displayname of the LargeInventory when it returns it. You have to override it and just switch the name it passes.
  12. Hey All, I have a custom chest in my mod and I have overridden getDisplayName() to return my own name. This custom string shows for a single chest, but whenever I have a large chest, its still displaying the vanilla chest name. I've looked all through guiHandler, guiChest, containerChest and I can't find where it swaps up a different name for a large chest, heck guiChest looks like it just straight up calls the normal getDisplayName. what do I need to override to change the name in the large chest inventory?
  13. SO I have an Item and I want to update getColorFromItemStack() so that the color shifts based on a value from 0 to 100 that's stored in the itemStack. Does anyone know the best way to...math all of this so that I can take a color, say Red, and have the number value shift from nothing to bright red as the value goes up?
  14. SO I have an Item and I want to update getColorFromItemStack() so that the color shifts based on a value from 0 to 100 that's stored in the itemStack. Does anyone know the best way to...math all of this so that I can take a color, say Red, and have the number value shift from nothing to bright red as the value goes up?
  15. Well I went from not knowing how to do it to having three different options. Thank you guys
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