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Cadiboo

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Everything posted by Cadiboo

  1. Sorry we don't support 1.2.5 (or any version below 1.9) on this forum anymore due to its age (4+ years old). We simply don't know how to help you anymore. You can go to the Minecraft Forum where I think that they still still support older versions, or update to a modern version of Minecraft (the latest version or the one before it) to receive support on this forum. Your problem might be related to the fact that you need to use Java 8.
  2. This method is going to be invoked for every block render layer for every non-air block in every chunk (16x16x16), will the overhead created by reflection be noticable?
  3. you should use the RenderGameOverlayEvent.Text event
  4. It seems to me as though ATs don’t replace overriden methods? If this is right it makes sense, but also renders them slightly useless as they can’t target anonymous classes which Minecraft uses a lot. Unless there’s a way to target anonymous classes??
  5. You should probably be using a capability on the ItemStack and subscribe to an attack entity event, and add extra damage based on that capability
  6. I think normal resource packs can do this, I’m not sure though
  7. Items are singletons (there is only 1 of the ever) if you want damage etc. you have to apply that stuff to the ItemStacks
  8. Why are you using the scoreboard and commands when you could write the stuff properly? Also, what language are you writing in and how did you start writing in it. (i.e. How are you using what seems JavaScript)
  9. I'm thinking that if there isn't a good solution I can AT the empty and layersUsed fields to public and replicate the functionality.
  10. My AT is public net.minecraft.client.renderer.chunk.CompiledChunk func_178486_a(Lnet/minecraft/util/BlockRenderLayer;)V # setLayerUsed
  11. I've got an access transformer that is making a protected method public, but when compiling I get the error: "/build/tmp/recompileMc/sources/net/minecraft/client/renderer/chunk/CompiledChunk.java:17: error: setLayerUsed(BlockRenderLayer) in <anonymous net.minecraft.client.renderer.chunk.CompiledChunk$1> cannot override setLayerUsed(BlockRenderLayer) in CompiledChunk" Here is the code @SideOnly(Side.CLIENT) public class CompiledChunk { public static final CompiledChunk DUMMY = new CompiledChunk() { //LINE 17 - THIS DOESNT APPEAR TO BE BEING MADE PUBLIC protected void setLayerUsed(BlockRenderLayer layer) { throw new UnsupportedOperationException(); } public void setLayerStarted(BlockRenderLayer layer) { throw new UnsupportedOperationException(); } public boolean isVisible(EnumFacing facing, EnumFacing facing2) { return false; } }; private final boolean[] layersUsed = new boolean[BlockRenderLayer.values().length]; private final boolean[] layersStarted = new boolean[BlockRenderLayer.values().length]; private boolean empty = true; private final List<TileEntity> tileEntities = Lists.<TileEntity>newArrayList(); private SetVisibility setVisibility = new SetVisibility(); private BufferBuilder.State state; public boolean isEmpty() { return this.empty; } //AT THIS TO PUBLIC protected void setLayerUsed(BlockRenderLayer layer) { this.empty = false; this.layersUsed[layer.ordinal()] = true; } public boolean isLayerEmpty(BlockRenderLayer layer) { return !this.layersUsed[layer.ordinal()]; } Is there a solution to this?
  12. It depends on the block, i.e. what properties it has. Usually just using the vanilla block states instead of the forge block states is easier.
  13. https://github.com/MinecraftForge/MinecraftForge/tree/1.13-pre and https://github.com/MinecraftForge/MinecraftForge/issues/5162
  14. I believe you should be creating your biomes in the event too.
  15. It’s also fired for both hands I believe
  16. What do you mean you don’t have it. Please post your new logs in a spoiler (click the eye icon when posting) or with PasteBin or GitHub Gist
  17. Your thermal dynamics mod is for 1.12.1 not 1.12.2 you can try removing all your coremods (tech guns), making sure all your mods are up to date, or remove the offending mod and all mods that depend on it. You should also update your forge to the latest version.
  18. This is a good idea in general, however it probably won’t really help as models aren’t handled in your block’s code.
  19. You really don’t need forges blockstate, it’s meant for more complicated stuff. Use that blockstate and just substitute in your block & mod and your done
  20. What OS are you on? I know that native editors on OSX restrict editing in /Library/, and I assume other operating systems might do something similar. But reading and copying shouldn’t be restricted
  21. JSON is just a glorified text file. If your using Eclipse you can install a JSON plugin or you can install some other text editor. I suggest Sublime Text as it has amazing text highlighting and even some syntax highlighting. It’s very intuitive and built for programmers and I’ve never had a single issue with it.
  22. You can’t use your IDEs export jar functionality because Minecraft is obfuscated. As you’ve found out, you always have to use forge gradle’s build function.
  23. Don’t use IHasModel (or something similar I.e. ItemModelProvider). Nothing to do with model registration requires private/protected access. You can register all your models in 3 lines of code. Also don’t implement it on a Block. Also interface names should start with “I”. Did you try looking at the vanilla hay blockstate?

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