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guyWITH2forks

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  1. SOLVED: I added a @SideOnly and changed the method signature and it worked! Thanks for all the help gentleman!
  2. I dont think so. crash-2018-08-29_18.15.06-server.txt
  3. I thought I was suppose to remove the @Override from the HeavyHelmet class. I have updated GitHub.
  4. Correct me if I am wrong, but isnt the error happening in the ModItems class and not even reaching the HeavyHelmet class? I changed the method signature and nothing seems to have changed error wise.
  5. No @SideOnly crash-2018-08-29_17.04.06-server.txt
  6. Here ya go. This is with the @SideOnly(Side.CLIENT) added in the ModItems class. crash-2018-08-29_16.41.44-server.txt
  7. You are right, that was one of my many attempts to get it working. Even with that their however, the error still persists.
  8. Just got it all up on GitHub, here is a link to it. https://github.com/guyWITH2forks/Military-Armor-Mod/tree/master/armormod The ModItems class in the Init Package is where my error is coming from if that wasn't clear (probably is but thought I would mention it). Disclaimer: There is a lot of commented out code, i'm still learning so its all messy. I apologize.
  9. Then why is it saying that its trying to call the Minecraft ModelBiped class which is sided?
  10. Thank you, I sided all of my model classes so that the model rendering onbly happens client side. But it is still saying the ModelBiped class is missing when it runs: public static final Item HEAVY_HELMET = new HeavyHelmet("heavy_helmet", ARMOR_HEAVY, 1, EntityEquipmentSlot.HEAD); Which part of this needs to be sided? I am assuming the server still needs to know that the piece of armor exists?
  11. Hello, I recently completed my Armor mod, and when I run it in a Forge server, I get the following error: Exception in server tick loop java.lang.NoClassDefFoundError: net/minecraft/client/model/ModelBiped I am confused as to why I am missing a minecraft class? Attached is the full crash report. Thanks crash-2018-08-26_14.32.18-server.txt
  12. Hello, I am trying to add an overlay that will restrict peripheral vision for some night vision goggles. I was hoping to do something like when the player wears a pumpkin and has to look through the carved part of the block. I don't know how to add it to my night vision helmet. Any help would be great. Thanks
  13. Hello, So I know I say this a lot, but... I am creating my own dimension that is supposed to mimic the Moon. The idea is that when the player enters the dimension they are given the status effects of jump boost to simulate the lower gravity. When 1.13 releases I will also add slow falling. How would I go about this? Do I add something to my dimensions world provider? And what do I add? I also thought it would be cool to give the poison effect(or something similar) unless the player is wearing a full set of "Space Suit" armor to simulate suffocating. I apologize I am only about 4 months into modding, but would love to start a conversation and hear some ideas on how to achieve this! Sköl brothers
  14. Hello, So I am currently in the proccess of creating my own dimension. I have the dimension generating properly, and the custom blocks spawning as they should. The issue I seem to have run into is that no light sources work at all. Its as if the light level is permanently zero. I tried looking into my World Provider for something I missed in the light brightness table calculations. If you have an idea of what this could be, as a result of this being a common problem please let me know! If its me missing something specific, then I can post code as needed. Any help would be fantastic as this is the last problem to fix! Thanks [Update] I solved this issue by removing the overridden "generateLightBrightnessTable" method. I guess the game doesn't want me to tamper with it.
  15. Hey guys, so I am currently attempting to create my own dimension using a custom biome, and only that biome. I have a Chunk Generator, and a world type + world provider. My issue is, my dimension does not generate using my biome unless I use BiomeProviderSingle in a world type. What I want, is for my dimension to be a single biome, but the overworld still generator normally. Meaning when I create a new world, I don't want to use my custom world type, I just want to use the standard world with a custom dimension added. Do I need my own Biome Provider? or is there a place that I can specify for the dimension to only use one biome. Disclaimer, I am relatively new, so excuse me if I ask a stupid question. Thanks.

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