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Showing content with the highest reputation since 03/21/21 in all areas

  1. I’m trying to install forge’s recommended version for 1.8.9 on windows 10 with Java 64bit latest version but it just absolutely will not open. Anytime I click the installer it just gives me a second icon as a notepad page but will not run the installer, I’ve tried reinstalling Java I’ve tried it all... any solutions or recommendations would be appreciated
    2 points
  2. 1.8 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    2 points
  3. You are still reaching across logical sides. Also, what you claim is impossible. It is literally impossible for the server to know that the client attacked before the client has pressed the mouse button. Unless of course Mojang has invented time travel technology.
    2 points
  4. The way I do it is that I have a 1.16 workspace with MCP mappings and one with Mojang mappings and I compare the two.
    1 point
  5. Most documentation has not been updated for the recent switch to Mojang names. The method is now called defaultBlockState.
    1 point
  6. public ItemStack return new ItemStack(Iteminit.TELE_STICK.get()); what is this line that's in the paste bin?? please learn basic Java
    1 point
  7. Seems to be an issue with "Better End Sky". I suggest to remove it, the mod author seems incompetent (their file names are called "modid", indicating they copy-pasted from a tutorial without having any clue what to do) and the mod is closed source.
    1 point
  8. Delete the config file it mentions, forge will then restore it with the defaults.
    1 point
  9. There is no built in config GUI in Forge at the moment. You have to build your own if you want one.
    1 point
  10. Really old Minecraft versions are no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    1 point
  11. Issue with Curious Jetpacks. Make sure it's up to date, report to the mod author if it already is.
    1 point
  12. The position given by the placement is only the starting position of the ore gen. The ore gen then generates in a patch around that position, so can end up higher (depending on your vein size).
    1 point
  13. You can have a look at this: https://bitbucket.org/pelluciddice/ava/src/25660921a9340d7f3d99f2dc790d4852898c8156/src/main/java/pellucid/ava/entities/BouncingEntity.java#lines-40:65 where in this case a grenade.
    1 point
  14. If RayTraceResult#getType returns BLOCK, then you know the ray trace is an instance of BlockRayTraceResult which has a method called #getDirection (or #getFace in MCP) exactly for that.
    1 point
  15. So I spent forever trying to figure this out so hopefully this solves the problem for those of you in the same situation. So we use the BiomeLoadingEvent to catch when biomes are loading and add our ConfiguredFeature. Ore Generation like so: public class WorldGen { public static final ConfiguredFeature<?, ?> yourOre = Feature.ORE.withConfiguration( new OreFeatureConfig(OreFeatureConfig.FillerBlockType.BASE_STONE_OVERWORLD, YourRegistryHandler.YOUR_ORE.get().getDefaultState(), 4)) //vein size .range(12).square() //maximum y level where ore can spawn
    1 point
  16. you can play sounds from the server using ServerWorld#playSound I haven't done anything with potion effects, so I'm not sure I could help you with this. but post some code nevertheless
    1 point
  17. You need to make a optional tag, not a required one. Hence why we added functions to these things specifically for this...
    1 point
  18. Both server and client have a copy of the world and thus a copy of the tile entity. You can find information about syncing data to the client version in the docs here: https://mcforge.readthedocs.io/en/latest/tileentities/tileentity/#synchronizing-on-block-update. If you only need the data within a GUI you can use the Container to sync the data instead to avoid unnecessary network traffic. The other way around (client to server) is more complicated - the client generally cannot be trusted (otherwise you enable cheating). Most of the time you need a custom packet that tells the server that
    1 point
  19. Hello everyone. This is a very atmospheric and cozy two-story Viking house in the Scandinavian style for comfortable survival in Minecraft. Please enjoy it. If you liked it, like and subscribe to support me. Feel free to leave feedback and suggestions. (◕‿◕) And also write what is missing. ^ o ^
    1 point
  20. The log you posted is a 1.7.10 log. Post debug.log.
    1 point
  21. That would be correct, I didn't think of that. You'd have to send extra packets to achieve that.
    1 point
  22. Containers already take care of synchronizing the inventory, there is no need to do it manually.
    1 point
  23. 1 point
  24. I should've mentioned that I only took assets and no code, sorry about that. For #2, you have 2 texture U coordinates above 1.0 (the last 2 defined in OBJ file). Changing them to 1.0 makes it look correct.
    1 point
  25. https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/ Capabilities are a way to store additional data to certain objects, you can create a class that holds the data and behaviour that you want, then register it to the capability manager
    1 point
  26. I haven't messed with OBJ models either but..don't you need to specify the texture path in the form modid:item/texture_name here: https://github.com/jvcmarcenes/dicehoard/blob/4e02044bec2bedceebf402ba875ecb9d73593da4/src/main/resources/assets/dicehoard/models/dice/d_six.mtl#L4? After relocating your texture file of course
    1 point
  27. The newest MDKs come with mojang mappings by default, the method is called "tab" there.
    1 point
  28. Don't do new Properties, call a helper method which applies the group.
    1 point
  29. You never register an instance of BarrierTape. Your register method completely ignores the item supplier it is given an instead always registers a plain item with default properties.
    1 point
  30. That should work fine. Post a Git repo of your mod.
    1 point
  31. Ya.. you're reading the MDK's hashes... and then comparing them against the hashes for the installer... Don't do that...
    1 point
  32. I have never used an obj model before, but my guess is that you can still use the 'display' field in the item json model file to change the rotation/translation/scale of the item. Take a look at the Minecraft wiki article about it. That would solve issue 1 and 3 I think.
    1 point
  33. The log tells you exactly what is wrong:
    1 point
  34. It depends™. For a GUI that just has inventory slots, you don't need custom packets, as inventory GUI handling is already implemented by Minecraft. If you have some data that just needs to be available on the client in the GUI (but not updated), you can send this via the extra data parameter of NetworkHooks.openGui. Only if you have data that needs to be continuously up to date on the client while the GUI is open or the client needs to send data back (e.g. because of a button press) do you need custom packets. You can store the additional slots in a player-attached capability an
    1 point
  35. 1 point
  36. Lieber diesieben07, Ich weiß nicht wie ich mich bei Ihnen so bedanken kann, dass es Ihnen klar werden könnte, wie sehr Sie mir bei dieser anstregenden Zeit geholfen haben und damit den weg zum spielen mit meinem Freund ermöglicht haben. Anyways like I literally see 99% of posts responded by you so much thanks you will remain as a Minecraft celebrity forever in my heart. Have a good day! (It worked btw)
    1 point
  37. The newest MDKs use mojang mappings, the method is called getAddEntityPacket there.
    1 point
  38. Your argument's parse method does not actually consume the string it parsed. You need to use one of the read*** methods so that the command system knows how much of the command input you processed.
    1 point
  39. Then you might want to check if the particle displays the same issues on Fabulous graphics. If not, then it's fine how it currently is.
    1 point
  40. .create doesn't exist. i notised too. .hardnessAndResistance doesn't exist for me i use .strengh i use .of for it it might help
    1 point
  41. Events are explained here: https://mcforge.readthedocs.io/en/latest/events/intro/ Then you just add your button via the method in the event class.
    1 point
  42. Lex has said that he'll poke around with it when he gets his Mac Mini... however until he gets it and starts poking around there is literally nothing any of us can do because none of us own Macs and we're not all that motivated to go out and buy something expensive, therefor giving money to the same company that broke what you're asking us to fix.
    1 point
  43. General issues Do not use the "export" or "create jar file" functionalities of your IDE or other means to create your final mod file. You must use the Gradle build task. See the documentation for more info. When creating a Git repository for your mod, the repository root should be where your build.gradle file is. The MDK ships with a default .gitignore file so that only the necessary files will be added to version control.
    1 point
  44. world.spawnEntityInWorld(new EntityItem(world, x, y, z, new ItemStack(Blah item here))); Should do what you want
    1 point


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