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Showing content with the highest reputation on 08/05/18 in all areas

  1. Problematic code issue #14. Override Item#addInformation in your item class and add whatever strings you want to the tooltip list provided to you as one of the arguments.
    1 point
  2. Caused by: java.lang.RuntimeException: OBJLoader.Parser: Exception parsing line #70: `vt -1.42413e-16 0.845956` You still have uv coordinates issues. The uvs must be in range [0-1]. -1.42413e-16 isn't.
    1 point
  3. Models are stored in the block and item folders respectively. There is no blocks folder.
    1 point
  4. Well here is the answer. You were already registering your blocks somewhere else and thus putting the subscribeevent caused the blocks to be registered twice. You should just have the ModBlocks be a registration handler, not pass the event from somewhere else to ModBlocks. Think about it - your ModBlocks.registerBlocks already registeres blocks and takes the event as the argument. It doesn't do anything else so why not have it as the handler? Why handle the event somewhere else just to call 1 method? Also Code-style issue #1. Did you mean forge_marker? Currently because of this typo the blockstates is loaded as a vanilla blockstates file and that one expects the model property to be passed in the variant.
    1 point
  5. I think I have a problem with comma. I forget it every time.
    1 point
  6. Learn another OOP(Object Oriented Programming) Language first, I suggest you learn python - it was made to help non-programmers interact with their computer at a deeper level and is an amazingly powerful language - then move on to JavaScript - it is very accepting of bad code & it doesn’t have any concept of variable types - and then move on to Java. Java is a language for people who already have large amounts of experience in OOP, it was invented to address the shortfalls of another language C (and C++ and C#) and it was expected that people using java would most likely have come from a background of writing code in C. C is a very low level and non-beginner friendly language and java is extremely similar. Minecraft and Forge also have their own constraints that they put on modders, sometimes it’s like having to learn a whole other language ?. Start small and before you know it you’ll be writing your own mod. if you’ve decided to go straight for java & modding, at least watch some videos or read some articles about Java. Not writing code in java just about the language. Then have a look at some Java 101 tutorials to understand the basic concepts and you’ll be ready attack modding with your shaky understanding. TL;DR Do your homework - read up on Java and Object Oriented Programming
    1 point
  7. http://lessie2d.tumblr.com/post/28673280483/opengl-blend-function-cheat-sheet-well-this-is https://www.andersriggelsen.dk/glblendfunc.php Have a look at those, but you’ll be doing a lot of work by trial & error in the debugger. feel free to look at all my rendering code here https://github.com/Cadiboo/WIPTech/blob/master/src/main/java/cadiboo/wiptech/client/render/tileentity/TESRAssemblyTable.java (Hologram part) https://github.com/Cadiboo/WIPTech/blob/master/src/main/java/cadiboo/wiptech/util/Utils.java (renderStackWithColor and renderStackIntoGUIWithColor)
    1 point
  8. Did you hear that before or after 1.13 became the Aquatic Update (i.e. merged with what was planned for 1.14)? Because from what I heard, the devs are trying not to do any major code refactoring for a little while after 1.13.
    1 point
  9. 100% wait. The fundamentals of the Minecraft codebase have changed quite a bit; as such, the Forge layer on top of it will need to change drastically. I'm almost certain that even those of us who have been using Forge for awhile will have to "re-learn" the 1.13 structure, as it were. So you may as well wait until then to start learning so you don't have to start all over
    1 point
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