Fixed NPE in Blood Altar and added some WIP blocks
Also included is a fix for the Blood Altar not receiving piped in fluids, as well as standardizing the Blood Altar's capabilities.
This commit is contained in:
parent
e36f8f4e24
commit
d719b85958
23 changed files with 883 additions and 6 deletions
|
@ -25,6 +25,7 @@ import net.minecraftforge.fml.RegistryObject;
|
|||
import wayoftime.bloodmagic.BloodMagic;
|
||||
import wayoftime.bloodmagic.common.block.BlockAlchemicalReactionChamber;
|
||||
import wayoftime.bloodmagic.common.block.BlockDemonCrystal;
|
||||
import wayoftime.bloodmagic.common.block.BlockShapedExplosive;
|
||||
import wayoftime.bloodmagic.common.block.BloodMagicBlocks;
|
||||
import wayoftime.bloodmagic.common.block.base.BlockPillarCap;
|
||||
|
||||
|
@ -90,6 +91,25 @@ public class GeneratorBlockStates extends BlockStateProvider
|
|||
buildCubeAllWithTextureName("solidopaquemimic");
|
||||
|
||||
buildCrop(BloodMagicBlocks.GROWING_DOUBT.get(), CropsBlock.AGE, 7, BloodMagic.rl("block/creeping_doubt_1"), BloodMagic.rl("block/creeping_doubt_2"), BloodMagic.rl("block/creeping_doubt_3"), BloodMagic.rl("block/creeping_doubt_4"), BloodMagic.rl("block/creeping_doubt_5"), BloodMagic.rl("block/creeping_doubt_6"), BloodMagic.rl("block/creeping_doubt_7"), BloodMagic.rl("block/creeping_doubt_8"));
|
||||
|
||||
buildOrientable(BloodMagicBlocks.SHAPED_CHARGE.get(), "shaped_charge", modLoc("block/sub/shaped_charge"), modLoc("block/dungeon/dungeon_stone"), modLoc("block/dungeon/dungeon_tile"), modLoc("block/blankrune"), modLoc("block/largebloodstonebrick"), modLoc("models/defaultcrystal"));
|
||||
buildOrientable(BloodMagicBlocks.DEFORESTER_CHARGE.get(), "deforester_charge", modLoc("block/sub/shaped_charge"), new ResourceLocation("block/oak_log_top"), new ResourceLocation("block/oak_log_top"), modLoc("block/blankrune"), new ResourceLocation("block/oak_planks"), modLoc("models/defaultcrystal"));
|
||||
}
|
||||
|
||||
private void buildOrientable(Block block, String name, ResourceLocation modelPath, ResourceLocation base, ResourceLocation edges, ResourceLocation centerCap, ResourceLocation binding, ResourceLocation core)
|
||||
{
|
||||
// ModelFile furnace_off = models().orientableWithBottom("alchemicalreactionchamber", BloodMagic.rl("block/arc_side"), BloodMagic.rl("block/arc_front"), BloodMagic.rl("block/arc_bottom"), BloodMagic.rl("block/arc_top"));
|
||||
// getVariantBuilder(block).addModels(block.getDefaultState().with(BlockAlchemicalReactionChamber.FACING, Direction.NORTH).with(BlockAlchemicalReactionChamber.LIT, false), furnaceModel);
|
||||
ModelFile model = models().withExistingParent(name, modelPath).texture("1", edges).texture("3", base).texture("4", centerCap).texture("5", binding).texture("6", core).texture("particle", core);
|
||||
|
||||
VariantBlockStateBuilder builder = getVariantBuilder(block);
|
||||
|
||||
builder.partialState().with(BlockShapedExplosive.ATTACHED, Direction.UP).modelForState().modelFile(model).addModel();
|
||||
builder.partialState().with(BlockShapedExplosive.ATTACHED, Direction.DOWN).modelForState().modelFile(model).rotationX(180).addModel();
|
||||
builder.partialState().with(BlockShapedExplosive.ATTACHED, Direction.EAST).modelForState().modelFile(model).rotationX(90).rotationY(90).addModel();
|
||||
builder.partialState().with(BlockShapedExplosive.ATTACHED, Direction.WEST).modelForState().modelFile(model).rotationX(90).rotationY(270).addModel();
|
||||
builder.partialState().with(BlockShapedExplosive.ATTACHED, Direction.NORTH).modelForState().modelFile(model).rotationX(90).addModel();
|
||||
builder.partialState().with(BlockShapedExplosive.ATTACHED, Direction.SOUTH).modelForState().modelFile(model).rotationX(270).addModel();
|
||||
}
|
||||
|
||||
private void buildCrop(Block block, IntegerProperty prop, int maxAge, ResourceLocation... textures)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue