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Look at https://minecraft.gamepedia.com/Model#Block_states. Specifically the "multipart: Used instead of variants to combine models based on block state attributes" part. It allows you to declare individual states and models for each. Fences show how it is used.2 points
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Are you trying to start a server in offline mode? Why?1 point
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Remove the -o false from your command line switches1 point
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Hello everyone ! Let me present you my Masks mod for Minecraft Forge ! This mod lets you craft masks that give you the powers of different Minecraft mobs. To craft a mask, you’ll need a life essence. This item has a 1% chance of being dropped every time you kill a mob. You can use a life essence to craft a raw clay mask: Cook it to get a stringless clay mask, add a couple strings to it, and voilà, you get a nice mask to wear! Now, this mask looks nice, but it gets even better when you use it to craft monster masks. Here is a list of the masks you can craft so far, and what they can do: Passive animal masks Neutral animal masks Sea mobs masks Overworld monster masks Nether monster masks That’s all there is for now, but I plan on adding more masks. Please note that the config file lets you: -enable and disable shaders for each mask -change the life essence drop rate -change the xp cost of some of the mask powers DOWNLOAD LINK (Mediafire)1 point
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I do not unfortunately. If you know any oop languages, java is similar in a lot of ways, and looking through vanilla code and browsing the forums are good sources of how to do things. Without programming knowledge, I would say just google java tutorials, and prepare to be bored while you write some text based programs to learn the basics. It'll suck, but it's how you get to the good stuff.1 point
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unix/linux, which macos is based on. And just prefix the command with ./ (dot-forwardslash) as I put in my last post *edit: and the reason the windows tutorial didn't say anything, is that windows/dos has always (to my knowledge anyway) checked in the currect folder/directory first when running a command, vs other OSes sticking to what's specified in the path.1 point
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Just checked, you're listening to the wrong event bus. You want the Forge bus, not the Mod one. (bus = Mod.EventBusSubscriber.Bus.FORGE)1 point
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If you are subscribing the events to the class, the methods have to be static (there is no instance to access the methods on).1 point
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Forge blockstates were removed. https://gist.github.com/williewillus/30d7e3f775fe93c503bddf054ef3f93e1 point
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Yes, to update to a modern version. Old versions are not supported any longer. Moderators close threads for old versions. If you insist on using outdated versions, you will have to look for support elsewhere.1 point
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Hi You could consider using the packet receiving system to do that. Any time a packet is received, it is in a network thread. The network thread creates a Runnable lambda which is then executed in either the client thread or the server thread. Some more info here: http://greyminecraftcoder.blogspot.com/2020/03/thread-safety-with-network-messages-1144.html There's probably a way for your second thread to add your own Runnable lambda to those queues without using packets. Alternatively, you could perhaps subscribe to a Tick event on the server or the client, and every tick check your second thread to see whether it has finished executing or not. -TGG1 point
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Register an event listener for the BlockBreakEvent Inside, check the tool used to see if it has your enchantment If so, modify the adjacent blocks (note: if you intend to break and harvest adjacent blocks, you should either invoke the same pathways that items do, or broadcast the related events yourself, in the event that another mod or effect wants to do anything. For example, a permissions mod that prevents a player from breaking blocks in regions they don't have access to because it is owned by another player. Be aware of recursion!).1 point
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Learn basic Java. Syntax (i.e. most lines end with a ; where curly braces go, etc), keywords (if..then, etc), structure (classes, methods, variables/fields), how inheritance works. Choice of IDE is personal, I use eclipse myself, intellij is a popular one. Whatever you choose, get familiar with it. Learn how to launch applications in debug mode with it, so can set breakpoints, which stop code execution at the breakpoint and allow you to inspect the values of variables and fields from that point in code. Honestly, for best results, you will need to start small, and perhaps write some text-based programs to get the basics down. That is what I would advise at least, otherwise you will potentially have questions that are too much basic java to be asked on these forums. *edit: Oh, and don't start at 1.14.4. Start with the latest, otherwise you are going to end up being out of support when the next version comes. *edit 2: google is your friend. "java tutorial", "beginner java programming", "what is a class in java?", just ask google, it probably knows!1 point
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Override the methods in your Block class and make them return true.1 point
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Update Regarding LTS System: Please read The Big Forge Update Earlier this year, 1.13 was announced and the snapshots started coming out, the update was relatively small, but enough to be a hurdle for mod developers. This combined with 1.12 stabilizing, and a few fundamental Java changes that broke modding in general, made the Forge team decide to use this opportunity and work on cleaning the years of technical debt that Forge had accrued. During this time, it was discovered that a lot of things needed updating. In fact, well, everything did. And so, it was done, a full rewrite of practically everything Forge related. This took a long time, longer than originally anticipated. But what’s the outcome of this you might ask? A lot. cpw’s mod launching system (ModLauncher) allows for parallel mod loading and support for more modern Java versions. (Considering the original was written to target Java 6). The Forge installer now runs tasks at install time once, rather than doing it every time you run the game. These alone provide dramatic reduction in launch times. ForgeGradle, the “devkit” for creating mods, has been rewritten and is faster at, well, everything. It also integrates much better with IDEs. What does that mean, you ask? Simple. Mods are nicer to make. (Also 100% less setupDecompWorkspace.) MCPConfig allows for much easier MCP updates, and is public source too, so people can see exactly what's going on between updates. In short: There was a lot of work to do. And now that it's done, future updates will be much, much smoother. 1.14 and 1.15 The 1.14 release came around, just in time for the rewrite to be finished, so it was time to get the ball rolling again. The bulk of the restructure work was done through 1.13's life, so all that remained was actually seeing how it was to update all of it, and it went pretty well. A lot of improved systems exist now that make developing for these modern versions far easier and just better in general. The 1.15 release was relatively simple, even if Mojang decided to restructure everything and make changes to how the rendering works. (Taking some of our systems in the process, don't worry, this is a good thing.) 1.15's rendering changes were mostly a refactor, and we expect 1.16 to be a large update to rendering. This plus 1.14 seeing growth is why we chose 1.14 to be a candidate for LTS. (More on that further down.) Hopefully this kind of restructure from them is a rare thing in the future, but we welcome the change, since it often brings improvement. Although the rendering changes may pose a tough hurdle for some, the update for most should be relatively straight-forward. Forge support and LTS Forge's support for Minecraft versions will try to follow a predictable cycle, assuming Mojang also follows a predictable cycle. We will always actively target the latest Minecraft version, as ever. We will now also deem a previous major Minecraft version as "LTS" (Long Term Support). The LTS version will receive support for modders and players alike, however all new features must target the latest version first, and then may be backported. An LTS version differs slightly from the latest version, in that any new features you may want to add to it, must target the latest version, only once it has been merged in, can it be backported. (The exception to this is if the feature is non-applicable to the latest version.) The Forge Team will also mostly be focusing on the latest. This is so the community has time to stabilize a bit and gives modpack developers some time to create something special. But still have Forge running full steam ahead. Late last year (Happy 2020!) a vote was held privately with many developers of various Minecraft projects to determine which version will be LTS: Should 1.12 remain LTS or should 1.14? A vast majority chose 1.14, and so, from now on we are dropping 1.12 from support, and 1.14 is now LTS. What does this mean? 1.15 is latest. It will get full support. 1.14 is LTS. It will also get support, and new features, but new features must be made for 1.15 first. 1.12 is no longer supported on this forum, no new features, and no more bugfixes. All other versions are not supported. This means if you come to us for help with those, we will ask you to update. This includes crashes/bugs. To keep with Mojang's history of releases, we expect 1.14 to stay LTS for 12-18 months, giving plenty of time for modders and pack developers alike. However, this may change depending on what surprises Mojang has in store for us. Finally… Thank you. Thank you to all the modders/developers, all the players, and especially to all the contributors. The Minecraft modding community would not be what it is without you. You are responsible for the striving ecosystem we have today. We hope this new year brings you all you desire, and we look forward to seeing what you create. And now time for some shameless plugging, if you like Forge, please consider supporting us. http://www.patreon.com/lexmanos - The Forge Team.1 point
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The link you posted is invalid, and I can't find any relevant repo from that github account.0 points