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AndyLun

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Everything posted by AndyLun

  1. Alright, so after digging through the minecraft source code, I found out you can modify the tool's mining speed by overriding the function func_150893_a and returning a float value. That does work if I hard-code a value into the return line. Seems like minecraft only checks the function once so even if I'm doing some logic checking and returning a different value during runtime doesn't affect the mining speed.... Anyone have any idea on how to change the mining speed during runtime ? Thanks in advance.
  2. Thanks for the reply. However, I can't seem to find any methods that sets the 'material' of an item. I figured out the setHarvestLevel, but that only sets if the block broken will drop an item... How do I set the actual mining speed of the pickaxe ?
  3. Hi, Sorry for asking such a silly question, but how can I dynamically set the "mining speed" and "mining level" for my custom pickaxe ? What are the methods for setting them ? Thanks.
  4. AndyLun replied to AndyLun's topic in Modder Support
    Yep, that is EXACTLY where I put my texture. That's why I am so confused
  5. AndyLun replied to AndyLun's topic in Modder Support
    https://gist.github.com/anonymous/05f20fae2af843b60a50 edit : + this line : GameRegistry.registerBlock(blockBlock, modid + blockBlock.func_149739_a().substring(5));
  6. AndyLun replied to AndyLun's topic in Modder Support
    I'm sorry. Nope.
  7. AndyLun replied to AndyLun's topic in Modder Support
    NOT working. Anyone so kind to get me a screenshot pleeease ?? I know this is a stupid question but.... no one's answer seems to solve the problem... yet.
  8. AndyLun replied to AndyLun's topic in Modder Support
    I am sick of this. All assets & mcmod.info is completely not working.
  9. Just in case you didn't know, here's the Java Random class : http://docs.oracle.com/javase/6/docs/api/java/util/Random.html
  10. AndyLun replied to AndyLun's topic in Modder Support
    Can anyone please provide a screenshot ? **Note : I am using the advanced workspace setup, or the so-called "Pahimar Setup" for 1.7.2. This, I can be sure it's not working. Draco18s' isn't working, too. mardiff, I don't understand.
  11. AndyLun replied to AndyLun's topic in Modder Support
    It isn't working too. And what about the mcmod.info ?
  12. AndyLun posted a topic in Modder Support
    Alright, i'm using this workspace setup : http://www.wuppy29.com/minecraft/modding-tutorials/wuppys-minecraft-forge-modding-tutorials-for-1-7-set-up-part-2b-advanced-forge-setup/ So, I am unable to get the assets to work (including lang files [tile.block.name !] and textures [magenta-black squares !]). Currently I have this folder structure in my mod project : [MyModName] -src (buildpath) --packages and codes -assets --[mymodid(yes, in all small case)] ---lang ----en_US.lang ---textures ----blocks -----my textures -mcmod.info [This isn't working, too. Maybe different location ?] Any help is appreciated.
  13. Oh great, that worked nicely. Thank you so much !!
  14. Anyone knows how to get the "Pahimar Setup" work with 1.7.2 ? If so, could you please be so kind and tell me how ? If not, nevermind. Thank you for reading this.
  15. Alright, I will research the vanilla code and see what can i get.
  16. Hi, I am going to make a custom block which looks different from other solid square blocks. For example, the Microscope in the MineChem 2 Mod. As Shown in this video : http://www.youtube.com/watch?v=3UFz4X_PXZw Watch that video at 0:53 The Microscope. It is rendered not as same as other squar-ish blocks. It's outline(the black one) is square but it don't looks like that. Hope the information provided is enough. Please Help Me Thanks.... A LOT
  17. You can take a look in the Railcraft's Source code. That's the best way in learning programming in any language or API.
  18. You might want to post your WorldGenerator class.
  19. Oh Great It worked !!!!! This is my code : public void onNeighborBlockChange(World world, int x, int y, int z, int neighborId) { if(!world.isRemote) { int blockId = world.getBlockId(x, y-1, z); if(blockId == 0) { this.dropBlockAsItem(world, x, y-1, z, blockId, 0); world.setBlockWithNotify(x, y, z, 0); } super.onNeighborBlockChange(world, x, y, z, neighborId); } }
  20. Oh I see seems like you misunderstanded my question. I mean I want the block to drop when the block BELOW my block is BROKE/PUSHED BY PISTON. Anyways, it's a good feature that my block will drop also when it is directly pushed by piston. Thank you so much !
  21. I DO know how to override a method in plain Java but I don't want to mess up the Minecraft files.
  22. uhh....how do I do that ? Please be a bit more specific because I'm a noob. Thanks
  23. No one knows the solution ??
  24. Clearer screenshot please ? Use the F2 in game. You could try changing the texture of your new glass to the texture of the vanilla glass aka. "/terrain.png", and the iconIndex is 50. Then post another screenshot of that.

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