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ArmamentHaki

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Everything posted by ArmamentHaki

  1. Can someone explain the base concept of generating structures like end cities or woodland mansions? I know they use different components to build it together, but how does the base concept work and what classes do I need to set such a generation up? I already know how to write structures from ingame to nbt.
  2. Try Creating a ScaledResolution new ScaledResolution(this.mc); And then use getScaledWith and getScaledHeight for calculations. At least this works for me in Overlay Rendering(although I get the ScaledResolution from an event there)
  3. Override getCollisionBoundingBox in Block, return NULL_ABB if you can walk through and return FULL_BLOCK_ABB if not.
  4. My fault, I was looking at the Block class and not at the TileEntity. Anyways, don't use ITileEntityProvider, override Block::hasTileEntity and Block::createTileEntity .
  5. Try using an empty constructor.
  6. Thank you, I forgot that Iwas casting in my provider
  7. Yeah, I didn't add that yet, I was doing other things. But what is causing the problem?
  8. Post your crash report / latest log, An IndexOutOfBoundsException could be anything.
  9. Use RegistryEvent.Register<Item>.
  10. I added a new Capability which adds CookingData to all Items that aren't custom. However, when Forge tries to render an ItemStack, it casts the Cooking Capability to some rendering Capability that is implemented by Forge itself. https://github.com/Oeku/RPG-Mod/tree/master/src/main/java/net/zeldadungeons/capability/cookingdata This has never happened before.
  11. I believe there is a Player Sleep In Bed Event try to use that
  12. A Vector is a Way in the world. It can start at any point and end at any point That means it has a X, a Y and a Z amount of units. It is more simple than it sounds, really. par2 is probably a parameter.
  13. That was probably the problem. I was unsure at first what I needed to change, so I changed both the static event methods in all Registration Handlers and removed the final modifier. Then, I didn't know that @Mod.EventBusSubscriber only works for static methods.
  14. The type you are referring to doesn't exist, meaning that you have to create or import it or that it is an old version of a new Forge Class. But it appears to me like you just copied some cheatbreaker code and try to modify it. I don't know if that is allowed and what intentions you have with this.
  15. Many open source mods have deprecated or complicated ways of doing stuff so I would recommend Choonsters Testmod3 to get an overview of how different features can be added in a proper way.
  16. Such weird things often happen when you cancel rendering, my guess is that GL11 or the render engine still have some options enabled that cause this. If you cancel overlay rendering for instance, the overlays suddenly go white. But I have no clue how to solve this, you should maybe look when and where the event is posted or try to reflect anotherbiped model with applied rotations in.
  17. My registry events aren't getting called anymore and it tells me I don't have any blocks at all. I don't know why this is happening as I didn't change something like that. https://github.com/Oeku/RPG-Mod/tree/master/src
  18. All Right, thanks for the quick replies. But how will I access the Item Objects that I created from e.g. setIngredients() ?
  19. How will I be able to get an Instance of my Item/Block etc. if I don't have a field? For example when I want to test the Blockstate of something in my world? I could create a List, but then I would need to iterate through it to find my actual block
  20. do you mean this? public static final ItemResource SAPPHIRE = new ItemResource("sapphire"); or do you mean public static void registerItems(final RegistryEvent.Register<Item> event) { how else am I supposed to initialize them? In the Registry Event?
  21. When I Load a Custom Registry, I get an error for every other RegistryEntry I have saying "dangerous alternative prefix" the registry seems to work, but I think I am doing something wrong. https://github.com/Oeku/RPG-Mod/blob/master/src/main/java/net/zeldadungeons/init/Mealizer.java https://github.com/Oeku/RPG-Mod/blob/master/src/main/java/net/zeldadungeons/init/crafting/CookingMeal.java
  22. This code will crash on a server, you need reference to the current world object that the entity is in, not just the client world. This will not work. Please show more of your code to and help us understand what you are trying to do. Btw, every entity has a world so just use the world object that you get from the entity.
  23. Now that my proxies are updated and I solved the problem I had to begin with(Network Packets) I think this is solved.
  24. I changed my proxies, but I still can't manage my Github Repo well so I will update later. What is the difference between the CombinedClient / DedicatedServer system to what I used? I did pretty much the same thing, only call the things on client that needed to be called on client and the same for server. Is ist because a "CommonProxy" is simply unnessecary? Edit: my repo is now https://github.com/Oeku/RPG-Mod
  25. I expected something like this I need to get more into this, I never made a github project before. Yeah, thats true. I removed it, now I don't send packets then - I think EntityJoinWorldEvent or PlayerLoggedInEvent are better to use anyways. EntityLevels was at first supposed to be added to Vanilla Mobs aswell, but as I don't need it anymore, I will remove it. Proxies are messed up, I agree and I am aware that I should use a DedicatedServerProxy and CombinedClientProxy, but I tested it on a Dedicated Server and it worked. Probably I just didnt realise there were bugs or there would have been if I added more. The rest is messy aswell but I am sure I can fix it. But.. what is up with the Network Exception? Is it only because my player was only being constructed?

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