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Cadiboo

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Everything posted by Cadiboo

  1. Yeah, the random updates actually fits in with my theme more, but how would I disable the normal rendering of the armor? Would I use a transparent texture?
  2. I've got a list of AxisAlignedBBs that I'm rendering with RenderGlobal.drawSelectionBoundingBox and I would like to unify the boxes before they get drawn. I don't know exactly how to explain it so heres an image. Current: Desired: The answer to this is probably 90% maths, but heres my code if it helps https://github.com/Cadiboo/WIPTechAlpha/blob/c4cf6fe1bdb5ba8350aaf4412dab5c9dc1434cfa/src/main/java/cadiboo/wiptech/EventSubscriber.java#L799-L860
  3. the texture's location from getHorseArmorTexture is cached, and getHorseArmorTexture is only called when something about the horse changes (like putting a saddle on it or feeding it)
  4. It isn't exactly animatable though, the texture location is cached
  5. I'll go quietly...
  6. yeah I was going to say, I tried doing it right after posting and its surprisingly easy
  7. Do you want your Collision Box to have several different pieces? If so this is very easy just override To do this look at or my slightly more readable implementation at https://github.com/Cadiboo/WIPTechAlpha/blob/e4f041d7e68e7ef7d858ecfc282893e0a420b7d3/src/main/java/cadiboo/wiptech/block/BlockWire.java#L98-L125 If you also want your selectedBoundingBox to have several different pieces this is a lot harder and I think it will require having multiple blocks inside the same block space using a coremod OR return a null AABB in your selectedBoundingBox method and handle the rendering of your selectedBoundingBox yourself through world rendering events. Both these methods are pretty hard
  8. So I'm trying to make an animated horse armor texture (the actual armor not the item), is there any way to do this? I saw this link but couldn't find what the post referred to. I've looked around and all I could think of was a) using reflection inside an onClientTick event to change the texture b) making a PR to forge to put a hook inside the HorseArmorType enum class's getArmorTexture() method to allow modders to return a custom texture which one should I use, or is there another way?
  9. Yes there is, its a little complicated though. What are you trying to achieve?
  10. You can play without Optifine. Just download the forge version of Optifine and don't use the jar-mod version. Or do the logical thing and update to 1.12.2
  11. Try Uninstalling - Optifine - mcjtylib - MoarSigns If I had to guess, I'd say its probably Optifine.
  12. Click the eye icon while posting Anyway,
  13. Post your logs in a spoiler. We don't want to have to download your log to view it AND since I'm on a Mac theirs no way for me to even look at that file after I've downloaded it without having to install some other software.
  14. The cause of this problem could be any one of the following codechicken.lib gcewing.architecture enderio refinedstorage
  15. I'm making a couple custom machines & I want them to have events like the furnace's ForgeEventFactory.getItemBurnTime(stack);. Is it possible to have custom event that can be subscribed to using forge's existing system?
  16. point your block state JSON to the vanilla fire model
  17. What mods are you using?
  18. Don’t copy the vanilla furnace, it’s code that’s existed for many (6?) years without much change while everything else has changed substantially. Forge also provides additional systems that make stuff like furnaces very easy to create such as the ItemStackHandler. Use it instead of IInventory.
  19. What do you mean by a custom fire? A custom block of fire? A custom fire item? What do you want it to look like?
  20. Post your logs, the error should be in them. Also where are you baking the model, why is your IBaked model static and I’m pretty sure that block render dispatcher isn’t the renderer you want. I have the feeling that this could be done with a custom baked model rather than a TESR, can you please post what you are trying to do. The final aim, not what your code is trying to do. to quote diesieben7 “Do not describe how you want to code things. Describe what you want to achieve, gameplay-wise. Described from an end-user perspective.”
  21. @Mod(acceptedMinecraftVersions=“1.12, 1.12.1, 1.12.2”)
  22. Don’t use GL11 directly, use GLStateManager other than that I can’t see any obvious problems, you might be using scaled resolution incorrectly? Can you post a GitHub?
  23. Those are things to look into that might be the error

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