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Showing content with the highest reputation on 02/19/17 in all areas

  1. The mighty Draco has spoken Plays epic music C.. can I be.. your disciple, oh mighty Draco
  2. you're missing the class com.clowcadia.tut.proxy.ClientProxy; you probably named it something different.
  3. Good. Any more help needed? If not rename your post to solved.
  4. OH i found something. YOur package is called assets.tut.models.items while its looking for assets.tut.models.item
  5. use ModelLoader.setCustomResourceLocation instead of modelmesher
  6. There was another multiblock thread just last week, hunt it down and read it. You may also reduce call frequency by creating a special item to activate your structure (the way a flint-steel lights a nether-portal).
  7. Looks like your item model is not named "tut_item.json"
  8. Try this maybe this.setRegistryName(new ResourceLocation(modid, name)); Your modid should equal "tut" in this case. You can also use this.setRegistryName("tut:" + name); The String you use should be the domain of your texture file. Not only the name of your item.
  9. I think it is because of this tutItem = new ItemtutItem("tutorial_item", CreativeTabs.MATERIALS); All your files are called tut_item.json and you named your item "tutorial_item". Maybe this is the problem. If this was not the problem maybe give your console output for the start of your client.
  10. I recommend handling it in an override of Item#itemInteractionForEntity, which is called when a player right clicks your item on an entity.
  11. No, LootEntryTable takes the ResourceLocation of a LootTable and loads it from the LootTableManager when loot is generated from the containing LootTable. I use LootEntryTable to add one LootTable to another here.
  12. ItemStack capability syncing has been discussed quite a lot in GitHub issues (e,g, here and the issues/PRs linked by it), but there's no real resolution yet. One method of syncing that works fairly well is a custom IContainerListener, as described in this thread. I recently implemented this for my mod's item capabilities here. One issue with this is that an item's capability data is completely reset when taking it out of the creative menu.
  13. The ForgeData tag has never been automatically synced. If you want the data available on the client, you need to sync it yourself. That said, you shouldn't need it on the client. Cancelling EntityJoinWorldEvent on the server will prevent the entity from being sent to the client at all.
  14. Firstly, you are adding your boots as child of the legs hence they share the same rotation point and your setting your rotation point in your boots hence why your boots moved down. Change the float value of your rotation point all to 0. Secondly, why are you rendering your boots again when you've rendered with addChild?
  15. The type argument of your IStorage implementation must be the interface you register the capability for (IThirst), not an implementation of it (Thirst).
  16. Read the error. The thing was tring to find a class called "com.clowcadia.tutorial.proxy.ClientProxy. And what is yours called? com.clowcadia.tut.proxy.ClientProxy
  17. Are you planning to use a custom block? If so, you only need to check if the multiblock is formed, when the block is placed, and check if the multiblock is no longer formed, when the block is broken.(thus, block placed = check if formed, block broken = check if malformed) As you state rectangular prism, I'm gonna guess and say that this is a solid body we are talking about? Have your custom blocks check for this one thing: How many neighbours (same blocktype) do I have? (you can put this in under random tick update) If a block finds that it has 3 neighbours, it can either mean that it is a corner block, or is placed in a yet-fully-finished body. Have the blocks with 3 neighbours (from now called corner blocks) convey their location to the "controller" you state you will use. If there are 8 corner blocks, and they all connect to 3 others along each axis, you have a rectangular cuboid. Now, either manually check if each block on the inside is there, or have the blocks on the inside convey their neighbour count to the "controller" (inside blocks should always have 6 neighbours, whilst edge blocks have 5)
  18. Glad I could help. Now you just need to track down why each of those errors is happening (filename spelling? Placed in wrong directory?). The whole JSON paradigm is fragile because something as subtle as an errant underscore can foul the load without the IDE being able to finger the error (whereas syntactic elements in code can be underlined for your immediate attention). JSON debugging makes me feel like I am coding in the 1980's again, and no, it's not nostalgic.
  19. Call Capability#getStorage on the IEnergyStorage Capability instance to get its IStorage instance, then call IStorage#writeNBT and IStorage#readNBT to write an IEnergyStorage to/read it from NBT. You can get the Capability instance from the CapabilityEnergy.ENERGY field or create your own static field and annotate it with @CapabilityInject(IEnergyStorage.class).
  20. WRONG SIR. All you need to do is override the hasTileEntity and getTileEntity methods in the Block class. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/block/BlockMillstone.java#L36 https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/block/BlockMillstone.java#L63-L71

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