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GotoLink

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Everything posted by GotoLink

  1. Why don't you put the common code out of the if/else ? It would be easier to read. I would put moveEntity(...) after all motion calculation too.
  2. Every time I see this, the error is the same. You are trying to build things into the void.
  3. if (this.worldObj.isAABBInMaterial(axisalignedbb, Material.air)) { d0 += 1.0D / (double)b0; } //... if (d0 < 1.0D) { d4 = d0 * 2.0D - 1.0D; this.motionY += 0.03999999910593033D * d4; } else { if (this.motionY < 0.0D) { this.motionY /= 2.0D; } this.motionY += 0.007000000216066837D; } So...your thing is going up into the air until it reaches max world height ?
  4. player.inventory.consumeInventoryItem(new ItemStack(EvilMobsItems.syringe, 1, 0).itemID); player.inventory.addItemStackToInventory(new ItemStack(EvilMobsItems.syringe, 1, 1)); Com'on, why don't you simply damage the item used ?
  5. Obviously the motion parameters deal with how fast the entity is. And how the entity attacks is your choice.
  6. Use FML inter mod message system with IMCEvent ? Make an abstract core and only implement in modules ?
  7. Why are you asking this on Forge forums then ?
  8. You said it, you only want the gui to display 5 rows. Give the container the maximum number of rows. Override the slot display within drawSlotInventory(Slot).
  9. this.numRows = 5; So ? you only have 5 rows.
  10. Huh ? Put a sword in an anvil with a silk touch book. Vanilla works. As for modifying mob loot, use LivingDropsEvent.
  11. Java 8, huh ? I don't see the isPresent() check.
  12. Use conditional random ? if(new Random().nextFloat()<chanceFactor/100F) { //do something with roughly chanceFactor% of chance } else { //do something else with roughly (100-chanceFactor)% of chance }
  13. Nice you solved it, was going to ask you to check here Packet pkt = FMLNetworkHandler.getEntitySpawningPacket(this.myEntity); if (pkt != null) { return pkt; } why it would fail.
  14. I'd be more interested in line 85 GuiInfinityChest.getInventory(... You are referencing a client side only class (Gui) in a common class.
  15. No. You need to build your block when Minecraft and Forge are ready to handle it. Too soon is too soon, man.
  16. A crash log would be very helpful. As for Java, if you don't have the basics, read a book, "Beginning with Java" or whatever basic Java book you can find easily. Tutorials are for advanced people, or those that don't want to learn anything and enjoy copy/pasting. Sure modding is a nice practical experience, but you wouldn't be able to make great mods if you can't recognize how bad Minecraft code is.
  17. I don't recall Minecraft having a bee texture. Look for "texture" threads, the proper use of ResourceLocation would be explained.
  18. You are probably initializing your block too soon, before any icons can be registered.
  19. Probably not in the case of IAnimals.
  20. Your ResourceLocation of course ! that is what the method asks for ! And give the right texture path too...
  21. EntityTrackerEntry ? Hum...do you use velocity updates (last boolean in registerModEntity arguments) ?
  22. rayTrace will never return a MovingObjectPosition with a hit entity. It will return null or the collided block. You should have looked the code. I would recommend using : world.getEntitiesWithinAABBExcludingEntity(args) player.canEntityBeSeen(Entity)
  23. "YoutubeMod" should be in dawg/youtubemod/.
  24. private static final ResourceLocation field_110775_a = new ResourceLocation("textures/bee.png"); @Override protected ResourceLocation func_110775_a(Entity entity) { // TODO Auto-generated method stub return null; } *facepalm* Why do you think that should work ?
  25. ShadersModCore is throwing a lot of severe issues. Most of those are coremods, and Forge changed recently their way of being loaded. Try without MagicLauncher and ShadersModCore.

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