
Everything posted by Cadiboo
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[SOLVED!] [1.12.2]Making an item using an OBJ model and blockstates JSON
Are you sure that Proxy#preInit is called (hint: it’s not)
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MC 1.12.2 multimodel error
Isolate the error, place breakpoints, find the cause and solve it
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Help for beginner
I reckon go for 1.13.2 because so much Forge stuff changed so updating from 1.12.2 would be a pain. Other than that, tutorials for 1.12.2 (and below) should work fine non-super-basic stuff (like your main mod class or Proxies, this stuff changed massively in 1.13.2). For 1.13.2 tutorials please see
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Attempting to make a 1.12.2 forge server but it crashes
IIRC the mod has broken DataManager syncing which is the cause of this and breaks other mods too.
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Forge 1.13.2 jar do not extract files
Does the forge version appear in the available versions for a launcher profile? (You need to restart the launcher IIRC)
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[1.12.2] TESR crash when looking at my block
if (ray.getBlockPos().equals(te.getPos()) || ray.getBlockPos().equals(te.getPos().up())) { Any one of these variables could be null.
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[SOLVED!] [1.12.2]Making an item using an OBJ model and blockstates JSON
Just... everything. You’ve got tons of useless and unnecessary code, your packaging is pretty bad etc. You’re also calling OBJLoader#addDomain every time you register a model (I’m pretty sure it needs to be called before models are registered anyway). Please post your logs
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[1.13.2] GUI wont open
Don’t use this constructor, use the constructor that takes in your modid and the path as separate parameters. I’m not sure that this is the correct way to open a mod GUI in 1.13.2.
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Where to find client side command manager
What version
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[1.12.2] Custom Tree Problems
Post your code and the crash. You probably want to extend the base log and leaves classes rather than the vanilla ones that have the variants hardcoded
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[1.12.2] Make a custom absorption effect
I would look at the potion item class to see how it applies it’s effect to the player
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[1.13.2] BlockEvent.PlaceEvent does not get called when placing down block
Post your code
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[SOLVED!] [1.12.2]Making an item using an OBJ model and blockstates JSON
What tutorial(s) did you follow when setting up your mod? Pretty much everything in it is completely broken.
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MC 1.13.2 Crash on startup
This is not the issue. If “runClient” works then that means that there is nothing wrong with Forge. It’s also a stupid workaround that prevents you from debugging your code. What IDE are you using? Did you follow the proper setup instructions for it?
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[1.13.2] Disabling Vanilla Ore Generation
I would look at the vanilla code, see how the generation is registered and then remove/replace the vanilla gen with my own. This could get pretty advanced and deal with Reflection, so I recommend that you make a basic mod that adds a few blocks & items and some simple world gen before you try and modify the vanilla world gen
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How to make a Workbench with New Recipes?
This thread is 6 years old. Create your own thread.
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How do i make a block with a model, that it two blocks high?
There are no limitations on the collisions, but for AI pathing to work, you need to have 2 separate blocks.
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[1.13.2] Modifying vanilla ore generation 1.13+?
A PooledMutableBlockPos is a BlockPos that is Mutable (can be changed/moved) and Pooled. Retain gets a PooledMutableBlockPos from the pool for you and close (called automatically by the try-with-resources block in the same way as in a try-finally block) releases the PooledMutableBlockPos you got from retain back into the pool. So instead of creating 16x16x255 (65,280) new BlockPos objects you only create maximum 1 new object (the PooledMutableBlockPos is likely to have already been created and added to the pool). Doing this avoids the cost of initialising all those objects (this cost is pretty small, but still deserves mentioning), avoids using up 786,432 bytes of ram (each block pos contains 3 integers and each integer is 4 bytes of ram) for each chunk and it avoids the cost of destroying (garbage collecting) all those objects. This may not seem large, but remember that all this is being run for each chunk, and that any reduction in load time counts in big modpacks.
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[1.13.2] Modifying vanilla ore generation 1.13+?
Use debug or nothing pls (log spam & logging stuff slows down loading times) Please use a MutableBlockPos or a PooledMutableBlockPos. protip: PooledMutableBlockPos implements AutoClosable so it can be used in try-with-resources (AKA automatic resource management) blocks Example: try (PooledMutableBlockPos pos = PooledMutableBlockPos.retain()) { //loop pos.setPos(x, y, z); //do stuff with pos }
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[1.13.2] How do I make custom music discs and sounds?
I’ve never messed with sounds really, but in a mod I work on we reference them with @ObjectHolder here (_null() is a method that returns null but annotated with @Nonnull to get rid of counter productive IDE warnings), register them here, have the sounds json here and use them here. AFAIK this works but I play with sound off so I’m not 100% certain
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I installed Forge server but I't won't load mods. (and displayed as A Vannila Server)
Post your logs from when you run the Forge server
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How to tell when a new world has finished generating?
Please post your log and code
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[1.13.2] How do I make custom music discs and sounds?
AFAIK nothing has changed since 1.12.2.
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[1.13.2] What's the most reliable up-to-date documentation for a beginner?
MCJty has some tutorials, but they’re mostly for updating to 1.13.2. https://github.com/McJty/YouTubeModdingTutorial/tree/1.13/ I’m also doing tutorials aimed at absolute beginners at https://cadiboo.github.io/tutorials/1.13.2/forge/ but I haven’t finished them yet.
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How to add custom recipe to Pulverizer and redstone furnace from Thermal Foundation.
Look at the API of that mod
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