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Yanny7

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Posts posted by Yanny7

  1. Posted

    Clean build of forge (#94389d0e) is crashing when trying to run 

    forge forge client

     

    [14:09:38] [Render thread/INFO]: Setting user: Dev
    [14:09:38] [Render thread/INFO]: Backend library: LWJGL version 3.2.2 SNAPSHOT
    #
    # A fatal error has been detected by the Java Runtime Environment:
    #
    #  SIGSEGV (0xb) at pc=0x00007fcbd89b1112, pid=47207, tid=47208
    #
    # JRE version: OpenJDK Runtime Environment (16.0.2+7) (build 16.0.2+7)
    # Java VM: OpenJDK 64-Bit Server VM (16.0.2+7, mixed mode, tiered, compressed oops, compressed class ptrs, g1 gc, linux-amd64)
    # Problematic frame:
    # C  [libglfw.so+0x17112]
    #

    - tried on Arch linux

    - Note that I havent problem running it on 1.15.x and 1.16x

    - debug.log failed to upload

    latest.log hs_err_pid47207.log

  2. 1 hour ago, devguydan said:

    No, I don’t think it looks bad at all. It looks proper, if you mean that the base block of your chimney has a shadow. It would, if the flame light is coming from the furnace that is over an edge, the light would cast a shadow at the very base. Is this what you are referring to as “looks horrible”?

    Yes, the furnace is too bright, but chimney base is too dark. I know that this can be as light behind edge but still, whole block is bright. But maybe this is default vanilla behavior.

  3. ·

    Edited by Yanny7

    Check DefaultBiomeFeatures class for flower generation in biome. Then just in code below add your new entry for your flower (you should add some check to just insert flower for specific biomes)

    @SubscribeEvent
        public static void FMLLoadCompleteEvent(FMLLoadCompleteEvent event) {
            for (Biome biome : ForgeRegistries.BIOMES) {
                // add there
            }
        }

     

  4. I think that this will be hard part. Vanilla minecraft does not have implemented this behavior. You have to do it all by yourself.

     

    Easiest approach will be to have configuration where you set alignment, size etc..

    Harder approach is to do it responsible by implementing drag&drop features and moving widgets by mouse like in Draconic Evolution mod. But this require A LOT of coding.

     

    If you are beginner in modding and coding, just stay with plain config file, or simple configuration page with edit boxes.

  5. Posted

    Based on 

     and https://github.com/MinecraftForge/MinecraftForge/issues/5560

     seems that modders should not modify block haverst level of other mods.

     

    BUT

     

    In my mod https://github.com/yanny7/StoneAge I have to adjust harvest level of vanilla blocks. Does someone have good idea how to implement this and does not break other mods?

     

    another thing is that I cannot use setBlockToolSetter because it is static and now I am working on sequel to first mod where I need also adjust harvest levels ... I used reflections to modify them, but I dont like this approach. Is there better way how to do this?

  6. Posted

    Hi, when I render transparent block on this lit furnace, it renders darker from side of furnace. But it looks horrible. It is possible to somehow get rid of this?

     

    Example:

    1955289714_Snmkaobrazovkyz2020-02-0819-53-16.png.81c38603f937f431cd5eb25aff054148.png

     

    Block:

    public class ChimneyBlock extends Block {
        protected static final VoxelShape SHAPE = Block.makeCuboidShape(3.0D, 0.0D, 3.0D, 13.0D, 16.0D, 13.0D);
    
        public ChimneyBlock(Properties properties) {
            super(properties);
        }
    
        @SuppressWarnings("deprecation")
        @Override
        public boolean isTransparent(BlockState state) {
            return true;
        }
    
        @SuppressWarnings("deprecation")
        @Override
        @Nonnull
        public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
            return SHAPE;
        }
    }

     

    Register:

    Block.Properties chimneyProperties = Block.Properties.create(Material.ROCK).harvestLevel(ItemTier.STONE.getHarvestLevel()).harvestTool(ToolType.PICKAXE).
            hardnessAndResistance(2, 2).variableOpacity();
    registry.register(new ChimneyBlock(chimneyProperties).setRegistryName(MODID, "chimney"));
  7. Posted ·

    Edited by Yanny7

    Hi I have problem with rendering transparent texture - I am using water texture, but it renders almost black. Any ideas how to do it right?

     

    matrixStack.push();
    
    RenderSystem.enableBlend();
    RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0f);
    RenderSystem.defaultBlendFunc();
    RenderSystem.disableTexture();
    
    IVertexBuilder vertexBuilder = renderTypeBuffer.getBuffer(RenderType.entityTranslucentCull(WATER));
    MatrixStack.Entry matrix = matrixStack.getLast();
    Matrix4f matrix4f = matrix.getPositionMatrix();
    Matrix3f matrix3f = matrix.getNormalMatrix();
    
    func_229132_a_(tileEntityIn, vertexBuilder, matrix4f, matrix3f, 0, v, 1, 0, off + 1/32f, overlayUV, lightmapUV);
    func_229132_a_(tileEntityIn, vertexBuilder, matrix4f, matrix3f, 1, v, 1, 1, off + 1/32f, overlayUV, lightmapUV);
    func_229132_a_(tileEntityIn, vertexBuilder, matrix4f, matrix3f, 1, v, 0, 1, off, overlayUV, lightmapUV);
    func_229132_a_(tileEntityIn, vertexBuilder, matrix4f, matrix3f, 0, v, 0, 0, off, overlayUV, lightmapUV);
    
    matrixStack.pop();
    
    private static void func_229132_a_(TileEntity tileEntity, IVertexBuilder vertexBuilder, Matrix4f matrix4f, Matrix3f matrix3f,
                                       float x, float y, float z, float u, float v, int overlayUV, int lightmapUV) {
        int color = Objects.requireNonNull(tileEntity.getWorld()).getBiome(tileEntity.getPos()).getWaterColor();
        float r = (color & 0xff0000) >> 16;
        float g = (color & 0xff00) >> 8;
        float b = (color & 0xff);
        vertexBuilder.pos(matrix4f, x, y, z).color(r / 16f, g / 16f, b / 16f, 1.0f)
                .tex(u, v).overlay(overlayUV).lightmap(lightmapUV).normal(matrix3f, 0.0F, 1.0F, 0.0F).endVertex();
    }
  8. v1.0.2
    - added backpack
    - configurable aquaduct effect range, fill per tick and use per tick
    - all blocks from wood material harvestable only with axe
    - added rhino tusk and saber teeth
    - added woolly rhino entity
    - added saber-tooth tiger entity
    - fixed TOP values after restart

    2019-12-19_20_47_35.thumb.png.61b0ac60c944896ec9e9f75cfe5e6da5.png

  9. ·

    Edited by Yanny7

    v1.0.1
    - added mammoth tusk item
    - added Mammoth entity
    - moved tools to mod group
    - integrated TheOneProbe
    - drying rack improved add/remove item
    - fixed Aquaduct connecting vertically

    2019-12-11_22_54_12.png.d20102ef300e184fab7815e16da0fe66.png

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