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    posted a message on Furnace Recipes

    The problem though is that it didn't work.

    public void onCreated(ItemStack item, World world, EntityPlayer player){
        	 switch(world.provider.getDimensionId()){
    	      case -1 : item.setItem(Item.getItemFromBlock(ScorchstoneBlocks.scorch_brick));
    
    	      break;
    	      default : item = new ItemStack(ScorchstoneBlocks.migma, 1, 1);
    	      break;
    	      }
        }

    Also, how should I change it's metadata, I know one way to do it is with item.setItemDamage(). if I placed that right under the case -1: and before the break then would that work?

    Posted in: Modification Development
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    posted a message on Furnace Recipes

    like this?

    case -1 : item.setItem(Item.getItemFromBlock(ScorchstoneBlocks.scorch_brick));

    Posted in: Modification Development
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    posted a message on Furnace Recipes

    Could you provide an example? Because I don't think I've modified this correctly.

    case -1 : item = new ItemStack(ScorchstoneBlocks.scorch_brick, 1, 3);
    	      final Item valueField = item.getItem();
    	      final ItemStack item2 = new ItemStack(ScorchstoneBlocks.scorch_brick, 1, 3);
    	      item = item2;
    Posted in: Modification Development
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    posted a message on Furnace Recipes

    So I have it smelting like normal here:

    		GameRegistry.addSmelting(new ItemStack(ScorchstoneBlocks.scorch_brick, 0), new ItemStack(ScorchstoneBlocks.migma, 1, 1), 2.0F);

    And then in the migma class (variant 1) I have the onCreated code:


     /**
         * Crafting/Smelting
         */
        
        public void onCreated(ItemStack item, World world, EntityPlayer player){
        	 switch(world.provider.getDimensionId()){
    	      case -1 : item = new ItemStack(ScorchstoneBlocks.scorch_brick, 1, 3);
    	      break;
    	      default : item = new ItemStack(ScorchstoneBlocks.migma, 1, 1);
    	      break;
    	      }
        }

    However it still defaults to the migma block even if it's in the nether. I tried to override it to see if that would help, but it didn't make a difference.

    Posted in: Modification Development
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    posted a message on Furnace Recipes

    I tried to do:


    public static void FurnaceRecipes (ItemStack input, ItemStack output, float XP, World world) {
    	      switch(world.provider.getDimensionId()){
    	      case -1 : NetherRecipes(input, output, XP);
    	      break;
    	      case 0 : SurfaceRecipes(input, output, XP);
    	      break;
    	      }
    	      
    	}
    	static void NetherRecipes(ItemStack input, ItemStack output, float xP) {
    
    GameRegistry.addSmelting(new ItemStack(ScorchstoneBlocks.scorch_cobble, 0), new ItemStack(ScorchstoneBlocks.scorch_stone), 2.0F);		
    	}
    	
    	private static void SurfaceRecipes(ItemStack input, ItemStack output, float xP) {
    
    		GameRegistry.addSmelting(new ItemStack(ScorchstoneBlocks.scorch_cobble, 0), new ItemStack(ScorchstoneBlocks.migma, 0), 2.0F);		
    			}

    But it smelts into the stone in both dimensions.

    Posted in: Modification Development
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    posted a message on Furnace Recipes

    I am going to assume that furnace recipes in 1.8 are the same, or at least similar to how they were in 1.7.10. The problem isn't how to make a furnace recipe. However, to have the same input item/block have two different outputs depending on where the furnace is. To help understand what I mean I'll explain what the plan is. If you have a furnace in the nether and you smelt a block (let's just call this block default) while in the nether the output will be block variation 1. But if you smelt the same block default in another dimension, such as the surface world or end or any other dimension, the output will be block variation 2.

    One way I think I may be able to do this is have an if else statement check which dimension the furnace is in. However, the problem with that is how would I check which dimension I'm in and even if I am able to check the dimension how will the furnace know which recipe to choose.


    For starters I'd just like to know how to check which dimension the furnace is in. Then I'll try to figure it out from there. I would really appreciate the help.

    Posted in: Modification Development
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    posted a message on Block to set entities on fire

    Thanks, I got it to work by lowering the block's collision by 0.0011.

    Posted in: Modification Development
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    posted a message on Block to set entities on fire

    I'm trying to create a block that sets players or other entities on fire when they walk over it. I have tried both onEntityWalking and onEntityCollidedWithBlock, but to no avail. Is there a way to set an entity on fire if they walk over the block? Here's my code.


    Migma Block

    Posted in: Modification Development
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    posted a message on Growthcraft Community Edition
    Quote from Hoaxes»

    Sounds good!^^ Are the bees ever going to get extra features or not? I'm not asking for a second Forestry, but it would be fun if you needed to wear a special suit to not get stung by the bees :P Idk what you could further implement (while still being realistic).


    Now that you mention it, since we have Bees Wax it'd be nice to have candles. I don't know what exactly you could do besides have it be an extra, maybe nicer looking light source. But that may be an idea to play around with.
    Posted in: WIP Mods
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    posted a message on Growthcraft Community Edition

    Yes, I knew that.

    Posted in: WIP Mods
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    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)

    what about the outdoor update? you haven't posted a development video of that in a while.

    Posted in: Minecraft Mods
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    posted a message on Growthcraft Community Edition

    I would like to see the addition of barley and beer in the future. That'd be kinda cool.

    Posted in: WIP Mods
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    posted a message on Growthcraft Community Edition
    Quote from lazydaysies»

    i'm excited to play with the new milk module! i looked over the release notes and i was hoping that you would be able to milk the sheep! ;) one of my favorite cheeses is pecorino, which is cheese made from sheep's milk! :D


    OMG, i would love that. It would be amazing if you could milk sheep and make other kinds of cheese. I know they plan on adding other kinds of animal milk for other kind of cheese. This is something I'd love to see along with the goat milk/cheese and buffalo milk/cheese. :D
    Posted in: WIP Mods
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    posted a message on Growthcraft Community Edition
    Quote from SongsOfDragons»

    I was using the version that ended in '3bab5a9'. I'm not sure which version that was - I can't check right now as I'm at work. I can try the newest version tonight-ish.

    Is/was it just a bug that happens/happened with ricotta only? I really only played with making cheddar yesterday.

    That was Release Candidate 10. And in that version, it's a bug with all curds. You'd get the correct cheese curds from the Vat, but when you placed them, along with any of the unaged cheese, all of it would turn into cheddar. All the curds and all the unaged cheese would turn into cheddar. But they fixed that in Release Candidate 11. So don't worry, you just have to update to fix that. Although it looks like the official release is out now.
    Posted in: WIP Mods
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    posted a message on Growthcraft Community Edition

    Great work you guys, you did a great job with the Milk Module. I'm already excited for the 2.6.x update. If you need someone to test the preview builds let me know, I'd be happy to help. :D

    Posted in: WIP Mods
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