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Drachenbauer

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Everything posted by Drachenbauer

  1. But i still have no idea, what i must pot in a class for the top part. I find no hinds to such a class in the java-file of the BlockDoublePlant class... Should i create a new class, such like BalloonBlockTop ?
  2. now i have this: @Override public boolean hasTileEntity() { return true; } @Override public TileEntity createTileEntity(IBlockState state, IBlockReader world) { return new TileEntityBlockColors(null) { }; } TileEntityBlockColors is the name of my TileEntity-class should i replace the "null" behind it with something else?
  3. but there is no 1.13.2 version and i find no way to look into the java-files.
  4. Now i got this together: @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Pre event) { event.setCanceled(true); } And how do i now render my model in there? Do i need an entity-class for this? Now i made one, that extends EntityPlayer. But i still have no idea, how i tell it, wich parts of my model are the arms to attach items, if holding them
  5. But i don´t know how the code should look like, if i didn´t see a workung sample before. And i also think the same result needs the same piece of code, no matter, who want to have this effect in a mod
  6. I think, for me the best workflow is to find working samples of my ideas and reproduce them in my mod. Has anyone already got a block with 16777216 colors to work?
  7. how exactly do i subscribe and cancel the RenderPlayerEvent.Pre ? Sample, please
  8. How do i delete a post in this forums?
  9. i meaned having connections to boch interfaces in my block-class. and i found out, i just have to separate their names with a ",", where i implement them: public class BalloonBlock extends Block implements IRecipe, IBlockColor I looked into the ItemArmorDyeable class of the basic Minecraft-stuff and found something about colors there, but i don´t know how to reproduce that in a block-class And where are the recipe-jsons for dying a leather-armour? There must be something special in the result-area of them, that i need to reproduce in my own dying recipes for my blocks. And how do i create a tile-entity?
  10. I need a sample to understand that stuff what is a TE?
  11. I want to have the bottom part renders the 3d model, just like it already does and the top one actually is invisible, just makes another boundingbox with slightly different size-vaules. It´s a balloon, tied to a string. So the bottom part should have a narrow boundingbox and the top a whider one.
  12. but how should the class for the upper block look like?
  13. in the minecraft java libary i cannot find files for upper parts of such stuff...
  14. i tried the gradlew genEclipseRuns thing, but i still have no run-configurations...
  15. i made a new workspace setup with the newest version to fix a bug that made rendering blocks in the creative inventory impossible. Now I´ll try to debug it to find out, why it does not load my entity-models. I think, for this i must use the debug button in the eclipse-viewer. But now the run-properties are all empty and i have to create one new... How do i do this correct? i think, i cannot debug it just by run it using my RunGlient.bat
  16. I think, now i have got the right string together to call it: EggRed = registerEntityAndEgg(event.getRegistry(), EntityRed.class, EntityRed::new, 0xdf0000, 0xdfbf9f, 32, 1, true, "red"); "EggRed" holds the entity-vaules of this bird to use in the entity registration. Ill test this version now
  17. do i need two block-classes, one for the bottom and one for the top? in the door-class i found something named "DoubleBlockHalf" There are many positions in that file, wich use this. But i´m not shure, wich of them i need to reproduce for the most basic usage of this...
  18. do i have to split my Blockbench-models in two parts?
  19. but a door is two blocks kigh and can be placed as one single block.
  20. Hello i have some blocks, their models are two blocks high. But if i aim at their uper half, their boundingboxes disappear. i also cannot place blocks on top of them. The new block appears behind them. How do i make them fully act as a stack of two blocks (but still placing and destroying them as one single block)?
  21. in the start-post, i already sayd, that i fixed the error now. I can use my software like bevore now, and with the new forge version, my blocks finally appear in my creative-inventory. I only want to know, why forge now needs a seccond set of java- and resource-folders, located in a "test"-folder.
  22. Hello i made a new workspace-setup with the newest forge version. But now i´fe got an error: It says, that it neers some stuff at "src/test/java" and "src/test/resources". What does this mean? I never needed such directories before. i only used "src/main/java" and "src/main/resources" before Ok, now i made a setup in an empty test-folder and opened the src-folder inside ther and found a Test-folder inside. after i copyed it into the same location of my mod, the errors disappeared. But why it needs this test-stuff now?

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