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Showing content with the highest reputation on 07/02/17 in Posts

  1. 1 point
    Optifine requires a specific Forge version, read the install instructions.
  2. Don't use Access Transformers, use Reflection instead. ReflectionHelper will do a lot of the gruntwork for you, you just have to make sure to supply both the MCP name (the one you can see) and the SRG name (which can be done by looking it up via MCPbot).
  3. Just use access transformers and unprivate the methods.
  4. Classic XY Problem. You had a problem X and you thought you could maybe solve it by doing Y, but you encountered another problem you couldn't solve, so you asked how to solve Y when what you really needed was to solve X.
  5. Alright! It sounds like the easiest solution might be to use durability/damage to store your 0-100 sharpness. (If you don't want the durability bar to show then override showDurabilityBar in your item class). Then you could use a property override to give the item a different texture for different ranges of damage. Take a look at ItemElytra and its models to see a vanilla example of using addPropertyOverride.
  6. Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register This approach is buggy and very outdated. Instead you should use ModelLoader.setCustomModelResourceLocation, in FMLPreInitializationEvent. Also, you should use the registry name, not the unlocalized name: new ModelResourceLocation(block.getUnlocalizedName(), "inventory")
  7. The "texture" block of your item models never end. [EDIT] Oops, I was too slow ^^
  8. Your item model files all have the same json syntax error - they are missing a closing bracket. To avoid this in future, use a json plugin in your IDE or run your files through a checker like jsonlint.
  9. Most of the deprecated methods in the Block class are deprecated because they should be overridden, but not called. Call the equivalent methods in IBlockProperties (which IBlockState extends) instead. Don't include block/ in the blockstates file's model locations, Minecraft automatically adds that. I explain how model locations are mapped to model files here. I believe BlockTorch only does its sate/metadata conversions in that way to maintain compatibility with the original metadata values, which aren't the same as the facing indexes uses in other parts of the game. For your own block, use EnumFacing#getIndex and EnumFacing.getFront instead. See BlockObserver for a simple example of this. To create a PropertyDirection that accepts all EnumFacing values, you can use the overload of PropertyDirection.create without a Predicate argument. If you say that it doesn't work even without the block/ prefixes in the blockstates file, I'm not sure exactly what the problem is here. Could you create a Git repository of your mod (if you haven't already) and link it here? See my mod and its .gitignore file for an example of the repository structure and which files to include.
  10. The EntityLiving class contains a method called onInitialSpawn which is called the first time an entity spawns and never again for that instance of the entity. You can override that to check the biome the entity is currently in and set the data accordingly.
  11. Neither. Look up how to create and use event handlers with Forge; they'll come in very useful for you in the future
  12. Upload the FML log (logs/fml-client-latest.log in the game directory) to Gist or Pastebin and link it here.
  13. WorldRenderer was renamed to VertexBuffer in 1.9 and then to BufferBuilder in 1.12. AxisAlignedBB was moved to the net.minecraft.util.math package in 1.9. BlockPos was moved to the net.minecraft.util.math package in 1.9. MovingObjectPosition and MovingObjectPosition.MovingObjectType were renamed to RayTraceResult and RayTraceResult.Type in 1.9.
  14. I typed it wrong, I've now edited my post - the method is ModelLoader.setCustomModelResourceLocation. Sorry for confusion!

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