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Showing content with the highest reputation on 06/03/20 in all areas

  1. Choose an IDE and learn Java first. If you are unsure what the means, google "java IDE" and read some of what comes up. After you pick one, google "learn java using <NAME OF THE IDE YOU CHOSE>" and learn Java. Then you read the forge docs (link at the top of the page), and it will get you started. On your computer Download forge (I would go straight for the latest version) from the files link at the top of the page. Then go to https://www.curseforge.com/minecraft/mc-mods and search for mods. I would change the version dropdown to 1.15.2 to weed mods for old versions. When you find a mod you like, download it and put it in your %APPDATA\.minecraft\mods folder and they should load when you run the forge installation in your minecraft launcher. If you run into issues, come back here, and make a post in the Support forum section, and provide as much detail as you can about what you did, and what's going wrong. Post logs and exact error messages, not something like "It said it didn't work", because that's not a real error, and won't help anyone help you. Good luck, and have fun!
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  2. Make sure you read the Optifine changelog for the versions of forge it is compatible with. The changelog is on the optifine downloads page right next to the download link. Optifine is very specific about what versions of forge it works with.
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  3. Depending on what the mod does the answer is somewhere between "It's impossible" and "It would require a complete rewrite of the mod"
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  4. It doesn't look like any of the assets are in that repo, so we can't see the blockstate for it.
    1 point
  5. Howdy There could be lots of possible reasons for that. Probably your item model doesn't have "builtin/entity" as the parent type. (see the "Item" section of https://minecraft.gamepedia.com/Model) If that doesn't work, I'd suggest trying some breakpoints in strategic locations, eg: - inside your lambda for supplying the ItemStackTileEntityRenderer - inside the render method of vanilla ItemStackTileEntityRenderer - inside ItemRenderer::renderItem(ItemStack itemStackIn ....) -TGG
    1 point
  6. I previously made some pipes in one of my test mods here. They can’t transfer items at the moment, but the models and connection to other pipes/inventories are functional. Check out the block state file for it, which used the multipart feature of the model system.
    1 point
  7. Also maybe take a look at BlockBench, it might be helpful for visualizing your block models. I have not messed with it much, so cannot vouch for how well it exports json/java for direct use in modding. See if you can find a vanilla equivalent of what you are trying to make, and take a look at the vanilla models/code, and see how they do it. That's probably the best reference you can get right there, at least for some of the easier stuff. There should be a client-extras.jar or something similar in your IDE references that contains the vanilla jsons.
    1 point
  8. Currently, there's no big complete authoritative source of documentation on many aspects of Forge modding; most modders go by reading tutorials and guides for simple to mid-level concepts, and either reading source code or asking for help on chats or forums like these for more difficult or niche concepts (minutiae of rendering, MC internals, custom dimensions/worlds). Most big guides and tutorials are outdated; major updates to Minecraft means changes to its internals. For example, 1.8 started the process of moving from metadata to BlockStates, 1.13 had the Flattening and added datapacks, and 1.15 changed the rendering system. Some guides and tutorials which I found and read are: the official Minecraft Forge documentation McJty's youtube tutorials (McJty is the modder for RFTools) TheGreyGhost's MinecraftByExample github TheGreyGhost's blog with explanations to key concepts these Minecraft Forge forums (search Modder Support or User Submitted Tutorials using Google) Choonster's TestMod3 (check the 1.14.4 branch) Now, to answer your titular question: Blockstate JSONs using the multiparts tag allow a quick and easy way to implement pipe- or fence-like models. Non-animated models can use JSONs, or OBJ files. For anying more complex or animated, use TileEntityRenderers (but if possible, always use normal models).The 1.15 update changing the rendering system simplifies it from learning OpenGL from scratch to mostly never needing it. See Block#getShape and related methods for how collision boxes work (look at vanilla code or above tutorials). If you can't understand it yet, try looking at code from other mods and seeing how they do block rendering. Fork/clone a copy, and start reading and messing around with the code using the debug tool in your IDE. If you have any questions, please either reply or make a new thread detailing your issues or your questions.
    1 point
  9. Please use one of the paste sites listed in the Logs section of my signature below
    0 points
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