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  1. Today
  2. FireDude123 changed their profile photo
  3. I have been trying for a while now to make a custom player renderer, and replace the vanilla player renderer with it. So far I've come up with a custom player renderer class that extends vanilla PlayerRenderer: package com.FireDude123.BOTW.entity.renderer; import com.mojang.blaze3d.vertex.PoseStack; import net.minecraft.client.player.AbstractClientPlayer; import net.minecraft.client.renderer.MultiBufferSource; import net.minecraft.client.renderer.entity.player.PlayerRenderer; import net.minecraft.client.renderer.entity.EntityRendererProvider; import net.minecraftforge.client.event.RenderPlayerEvent; import net.minecraftforge.common.MinecraftForge; public class PoseablePlayerRenderer extends PlayerRenderer { public PoseablePlayerRenderer(EntityRendererProvider.Context ctx, boolean slim) { super(ctx, slim); System.out.println("here too"); } @Override public void render(AbstractClientPlayer p_117788_, float p_117789_, float p_117790_, PoseStack poseStack, MultiBufferSource p_117792_, int p_117793_) { System.out.println("didnt get here lol"); model.leftArm.xRot=(float)Math.toRadians(160); super.render(p_117788_, p_117789_, p_117790_, poseStack, p_117792_, p_117793_); } } As you can see, the intended purpose of this is to raise the player's left arm by 160 degrees. However, combined with this logic in ClientModEvents: @Mod.EventBusSubscriber(modid = MODID, bus = Mod.EventBusSubscriber.Bus.MOD, value = Dist.CLIENT) public static class ClientModEvents { @SubscribeEvent public static void onClientSetup(FMLClientSetupEvent event) { EntityRenderers.register((EntityType<? extends AbstractClientPlayer>)(EntityType<?)EntityType.PLAYER, ctx -> new PoseablePlayerRenderer(ctx, true)); EntityRenderers.register(Entities.MAGNESIS_BLOCK.get(), com.FireDude123.BOTW.entity.renderer.BlockDisplayRenderer::new); EntityRenderers.register(Entities.REMOTE_BOMB.get(), ThrownItemRenderer::new); EntityRenderers.register(Entities.CRYONIS_ICE.get(), com.FireDude123.BOTW.entity.renderer.BlockDisplayRenderer::new); EntityRenderers.register(Entities.STASIS_BLOCK.get(), FallingBlockRenderer::new); } @SubscribeEvent public static void registerLayerDefinitions(EntityRenderersEvent.RegisterLayerDefinitions event) { event.registerLayerDefinition(new ModelLayerLocation(new ResourceLocation(BOTW.MODID, "paraglider"), "main"), ParagliderLayer::createBodyLayer); } }(I also have a paraglider layer here for something else, it's working perfectly fine, also I used the slim setting because the player is slim in 1.20.1 forge) This logic isn't replacing the renderer, as far as I can tell. Can someone please advise as to why, and how to fix it?
  4. FireDude123 joined the community
  5. Yesterday
  6. I'm on 1.20.1 and was wondering if there was a way to add a mob I am going to make to a other mod's biome (Regions Unexplored in this case). I am trying to figure this out before I start coding the mod. Could someone point me to a good guide on this? I saw some things about biome modifier's but all the resources are either to short, unhelpful or for a different version. Thanks in advance. (i am a beginner but i have java and modding knowledge so this isn't like a "i am new and don't know anything about coding" problem btw)
  7. ilov3gam3z joined the community
  8. Dealing with modded server issues can be a real headache been there! At least you can keep your look stress-free with a fresh low taper fade.
  9. Classroom Companions joined the community
  10. This is really helpful
  11. Brialeblanc joined the community
  12. lukas3642 joined the community
  13. CobbleDN joined the community
  14. Hi everyone, I keep getting "invalid player data" when trying to log onto my friend's server. Log analysis says to remove Night Lights and ImmediatelyFast, but that doesn't work. Any insight is appreciated Log: https://mclo.gs/uj6pMkd
  15. Pondering_Wizard joined the community
  16. Last week
  17. VictorEvers joined the community
  18. I've struggled with this for way too long now, so I have decided to ask for some assistance here because there is almost no information about this online. I made a hostile mob and I built it like this: public static final Supplier<EntityType<Bunyip>> BUNYIP = ENTITY_TYPES.register("bunyip" , () -> EntityType.Builder. of(Bunyip::new, MobCategory.MONSTER).sized(3f, 2.5f).eyeHeight(1.75f).build("bunyip")); However, I have discovered that a BoundingBox of 3 is too big for the vanilla pathfinding to work well. In fact, anything bigger than a block will not work well. This is especially noticeable when having it chase a player in a negative X and/or negative Z direction. The mob starts spinning, walking backwards, walking diagonally, etc. I am using the Goal system: protected void registerGoals() { super.registerGoals(); this.goalSelector.addGoal(1, new MeleeAttackGoal(this, 1.25, true)); this.targetSelector.addGoal(2, new NearestAttackableTargetGoal<>(this, Player.class, true, true)); } This does not seem to be a me issue as the ravager, one of the biggest vanilla mobs, also struggles with proper pathfinding. I am a bit familiar with how Minecraft's pathfinding works, but not enough to make a pathfinding system from scratch (or at least not in a reasonable amount of time). Is there any way to fix this with some tweaks or will I have to make a custom pathfinding system?
  19. idiotdog joined the community
  20. Unfortunately, it seems that Invision has decided that everything is locked down and no longer customizable. Their attitude to anyone who wants to edit anything is 'Just accept it we know best and screw you for even insinuating that you want to customize your own site' So there isn't much we can do about the layout of actual features. Best bet for the editor is that psudo markdown works, so typing ` around words make code blocks. Only options is to start writing bespoke modifications to the forum's php code itself, which I really don't want to do. I would of stayed on v4 but the version of PHP that it supports is going EOL and Invision has stated they have no intentions of upgrading it. They also removed the central community for finding plugins/community addons. Overall it is my feeling that they are intentionally trying to kill off self-hosting communities by removing features and locking things down, in an effort to force everyone into using their paid hosting services. My HOPE is that someone in the overall forum community will write an exporter for Invision to something like SMF. Which is what we were originally on before old team members decided enterprise software is better.
  21. Yes i will be uploading the mod to curse forge and modrinth you can already find a early build https://www.curseforge.com/minecraft/mc-mods/wemmbus-style-orbital-strike-cannon https://modrinth.com/mod/wemmbus-style-orbital-strike-cannon hopefully 1.21.5 fabric will be out by the weekend also please note that there is a lot more features im adding like cubic metres orbital arrow cannon type shot (basically a stab shot but with insta kill arrows) @JayKing014 @Astoxy @Astoxy @JayKing014
  22. @FoxyWoxy do you potentially have an estimated time for fabric 1.21.5 and what will it be posted on (modrinth, etc.)
  23. SporkUser joined the community
  24. I don't know that either - newer worked with Invision Community 😕 The Forum/Guides show a customized toolbar: https://invisioncommunity.com/4guides/themes-and-customizations/editor-and-emoticons_327/customizing-editor-toolbars-r132/ But I have no idea if this applies to v5 Regarding the Forum, "Mark all as read" seems to be hidden as default but is available if I click on my profile: https://invisioncommunity.com/forums/topic/481218-fix-for-unreadmark-read/ I saw that it works here and also fixes the one unread thread mentioned in my first post - so I had just overlooked it The toolbar changes are just QoL - if there is no way to change it at the moment, that's fine
  25. I understand what you're asking for, but I don't know how to do that. The settings have moved around a bit in the admin panel and I can no longer see a way of customising the editor. If you know how to customise the editor in Invision Community 5, let me know and I'll try applying it.
  26. Image 1 Image 2 I also noticed that there is no way to upload images directly into a post There is only "Other Media - Insert existing attachment"
  27. Yeah I saw, he just mentioned Fabric so I was wondering when it would be out. @FoxyWoxy When you are near (1-12ish blocks) the stab shot when it hits, the player gets launched around 50-100 blocks in the air
  28. Thanks for your feedback and suggestions. The new forums run Invision Community 5 - some things are more customisable, other things a lot less. I'm happy to adjust the settings as desired but not sure where they'd be or if they're still available in the new version, so if you could let me know I'll give it a go.
  29. This is the Forge forums. Only Forge is supported here, not Fabric.
  30. Remove the client-side-only mods from your server Start with smartkeyprompts
  31. When will it be done for fabric 1.21.5 and is it server side or client side?? @FoxyWoxy
  32. paste bin of error code, i made this modpack myself n it works perfectly in single player but for some reason the server just breaks if i try to put it into a server host. https://pastebin.com/KU4wT89Z
  33. ye im doing forge 1.20.1 and 1.21.1 and fabric 1.20.1 1.21.1 1.21.5. wdym stab sends you flying @Astoxy
  34. Thanks for the help! Removing lithostiched (& by proxy Tectonic) as well as Supplementaries did the trick!
  35. I've been trying to get an old modpack of mine working again (MC version 1.20.1, Forge version 47.4.8) & I finally got it to just load into the homescreen. Unfortunately, now its crashing whenever I try to start Singleplayer, specifically when its trying into the Create a New World screen. I've attached the latest Crash Report, though if that alone isn't enough I can also attach the Log in a comment. If anyone can help me figure out what's causing the issue I'd really appreciate it.
  36. its nice that the rod breaks now but for some reason the stab shot just sents u flying even with low tnt also are u gonna do versions 1.21+ @FoxyWoxy
  37. @Astoxy The rods will break Ok that was a early build im just waiting for curse forge and modrinth to accept my mod btw here is v1.1.5 https://drive.google.com/file/d/1wa3-awKMEoxe2WUbxGZZDIxFo_QfLWCM/view?usp=sharing v1.2.0 will be the final version

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