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Jay Avery

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Jay Avery last won the day on July 1 2017

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  1. It looks like you might need to study some Java fundamentals, because this is fairly basic syntax that you seem to be having trouble with. The correct line is: ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory"));
  2. net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model bte:block/limonaric_mud with loader VanillaLoader.INSTANCE, skipping ... Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Unterminated object at line 3 column 6 path There is a syntax error in your bte:block/limonaric_mud file. In future run your json files through a validator like jsonlint or an IDE plugin to catch mistakes like this.
  3. Oh, I just realised the problem, your model files are missing important things. "faces": { "down": { "cullface": "down" }, "up": { "cullface": "up" }, "north": { "cullface": "north" }, "south": { "cullface": "south" }, "west": { "cullface": "west" }, "east": { "cullface": "east" } } Each of the faces ("down" etc) needs to contain a "texture" element - a string referring to the texture label (as defined in the "textures" section at the start of your file) and starting with #. You likely also want a "uv" element - an array of four numbers - to define which area of the texture to apply to the face. Here is a random example from a model in my mod: "faces": { "down": { "uv": [ 15, 14, 0, 2 ], "texture": "#cotton1" }, "up": { "uv": [ 1, 4, 16, 16 ], "texture": "#cotton1" }, "north": { "uv": [ 0, 15, 15, 16 ], "texture": "#cotton1" }, "south": { "uv": [ 1, 15, 16, 16 ], "texture": "#cotton1" }, "west": { "uv": [ 2, 15, 14, 16 ], "texture": "#cotton1" }, "east": { "uv": [ 2, 15, 14, 16 ], "texture": "#cotton1" } }
  4. Post the log again, the errors are probably not identical.
  5. This block should be "textures" not "texture" - same mistake in cable_base and cable_side.
  6. Post the full latest log, and your latest blockstates and model files.
  7. You can use the forge multi-layer model with the forge blockstates format, to render parts of the model in different layers. In your block, override Block#canRenderInLayer to return true for every layer which your block has. Then in the blockstates file, define the model as "forge:multi-layer". Add a "custom" tag, and inside that define each of the layers with the model to be rendered. I have an example which uses both translucent and cutout layers for different parts of the model: blockstates, block code.
  8. To make an ItemStack with metadata, use the constructor new ItemStack(item, stackSize, metadata). To get a random number for the metadata you can use the method Random#nextInt(max), which returns an integer between 0 and max-1. World has a rand field which you can use for this.
  9. You need to override createBlockState in your block class, and return a new BlockStateContainer constructed with all the properties you want your block to have.
  10. Where/when do you send the message?
  11. The variant it's looking for: [facing=west,is_on=true] The variant in your blockstates file: "is_on=true,facing=west": { Can you spot the difference? Fully-defined variants are simply strings, they must be an exact match - forge doesn't know that you mean the same thing when you have the variants written in a different order. The correct order to write the variants is with the variant names in alphabetical order, so "facing" comes before "is_on".
  12. Any time you find yourself asking this question, the answer is in the vanilla code!
  13. If you use an up-to-date version of Forge, there will be an EnumHand parameter passed to the method.
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