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MrNoodles75

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Everything posted by MrNoodles75

  1. @Draco18s okay from what I got you have to do this public void onEntityCollision(BlockState state, World worldIn, BlockPos pos, Entity entityIn) { if (!entityIn.isImmuneToFire()) { entityIn.attackEntityFrom(DamageSource.IN_FIRE, 10.0F); } super.onEntityCollision(state, worldIn, pos, entityIn); } but when i do this it does not work
  2. @Draco18s 1) I don't know I didn't check, sorry 2) Yes, I did because you said just add it your blockstatecontainer but in your class that you showed and from what I could find from vanilla classes is that they all had stuff like onBlockActivated, canContainFluid and updatePostPlacement and I became unsure. 3) if you mean setRegistryName then I saw that and I added it and now it works and the game opens. and I may seem stupid scince I don't know if you said this already so I'll say sorry in advance, but now it's always waterlogged.
  3. I would like to make a block that hurts you when you touch it, could someone help me.
  4. Here is what happens: and here is my code so far i don't know what is wrong:
  5. @Draco18s sorry that I couldn't say earlier as I was away for the weekend and couldn't look at my posts. but I am trying to create my own blocks and I want to make them waterloggable
  6. I want to make my blocks able to be waterlogged but I do not know how, surly you would just overwrite a method in Blocks.java, right?
  7. @Animefan8888 Thanks, for all the help in the last few days, come check out my mod. https://www.planetminecraft.com/mod/extrablocks-mod/
  8. it's in the title
  9. [ANSWERED] so in my mod, I have plastic ore that when you mine results in raw plastic, I want the player to burn this to get plastic how do I do this? here is my recipe code so far: { "type": "minecraft:crafting_shaped", "pattern": [ " ", " # ", " " ], "key": { "#": { "item": "extrablocks:raw_plastic" } }, "result": { "item": "extrablocks:plastic" } }
  10. @Animefan8888 Thank you! you helped me again.
  11. @SerpentDagger I'm pretty sure this is for 1.12 correct?
  12. [ANSWERED] How do I make my Blocks have an Opacity like Glass I tried going to another question but I couldn't find my answer I tried using isOpaqueCube from Block.java but It throughs an error because it is final @Override public final boolean isOpaqueCube(BlockState state, IBlockReader worldIn, BlockPos pos) { return false; } I do not know how to do this can someone please help. here is my code:
  13. I want to add Entities to the game but I don't know how. I know how you add a block, First, you make a block class: Then you call that in a ModBlocks class: Then you Register the Block and the Block Item: And then you would have the Blockstate and Block Models and Textures. Those are all the steps to making a Block, But what are all the steps to making an Entity? I know Block Bench has an Entity Model creator thing but I do not know how to use it. could someone please explain
  14. [ANSWERED] I want my block to have a 2d image when you hold it but I am unaware of how to do that, like how the anvil does not look like a wooden door but has an item texture, you don't see the door itself in your inventory
  15. @Animefan8888 can't wait to see your tutorials ?
  16. @Animefan8888 It Works!!! Thank You!
  17. @Animefan8888 it means the thin black lines that indicate the block boundaries still make the block look like a full-sized block when it should look like a block with custom boundaries it looks like this:
  18. @Animefan8888 I did @Override public VoxelShape getRaytraceShape(BlockState state, IBlockReader worldIn, BlockPos pos) { return VoxelShapes.create(blocksize); } but it does not work public static AxisAlignedBB blocksize = new AxisAlignedBB(0.500, 0.600, 0.500, 0.125, 0, 0.125);
  19. @Animefan8888 I used another one but it still shows those black lines as if it were a block
  20. Yes, That's what I was saying, in Block.java the parameters are: @Deprecated public VoxelShape getCollisionShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { } when I was using public VoxelShape getCollisionShape(IBlockReader worldIn, BlockPos pos, ISelectionContext context) { } and it worked! it affected the boundaries, of course, it still looks like a block(those little black lines that show the boundaries) but it's not.
  21. wait I think I fixed it before I was Overriding getCollisionShape from BlockState.java when I should have done it from Block.java
  22. @Animefan8888 so if I remove the @Override I should be fine? because i tried that and it didn't work.

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