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hotrods20

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Everything posted by hotrods20

  1. Well, I didn't know that it was already planned. May I recommend something that may say something along the lines of: Major Features Planned: Stuff1 Stuff2 Increase block limit and fix render. Stuff 4 Stuff 5 It would simplify it a little bit. Maybe even put a thing on the home page for all modders to read that tells them to see "enter topic here" about all the features that are planned.
  2. I don't think you are "stupid" but anything is possible. I have worked with plenty of other. Shit can happen and people's code and get mixed. You just don't always know. I barely know you and you barely know me. So, I don't know if you could mix it up or not. It happens sometimes. I am just saying that. You insist on flipping out about a little guess. I guess I am done bothering with this cause I said I wouldn't argue anymore. Have fun being big man McGee. I got better things to do. Just don't assume everyone is going to use the latest build like you do. Some of us try to stick as close to recommended as possible.
  3. Mind if I ask why not use the recommended build. I base my error on what normal players will see. They will see a render problem because most people will just download the latest stable build and pay no mind to the 'latest' build. May I recommend something that says not using the 'latest' build may cause render problems or something else. I like most users will just get the recommended cause EVERYONE uses that.
  4. Yes I did. The latest recommended build.
  5. I am not going to fight over this. You have control here and eventually you'll just lock the topic. My mod won't work along with others and I will let you deal with it. Maybe you installed a part of my build. Did you check to see if the render code was different in other parts? Maybe you are using one different from the recommended build.
  6. That code is part of the default Minecraft. Have you tried using s mod_ file along with custom textures? mod_airSpread package net.minecraft.src; import net.minecraft.src.forge.*; public class mod_airSpread extends BaseMod { public static final Block airSpreader = (BlockAirSpreader)(new BlockAirSpreader(3000)).setHardness(0.6F).setStepSound(Block.soundGlassFootstep).setLightOpacity(3).setBlockName("airSpreader"); @Override public String getVersion() { return "1.0.0"; } @Override public void load() { ModLoader.registerBlock(airSpreader); ModLoader.addName(airSpreader, "Air Spreader"); MinecraftForgeClient.preloadTexture("/hotrods20/terrain1.png"); ModLoader.addRecipe(new ItemStack(airSpreader, 4), new Object[] {"CBC", " S ", "CBC", 'C', Block.cactus, 'B', Block.mushroomBrown, 'S', Item.sugar}); } } BlockAirSpreader: package net.minecraft.src; import java.util.Random; import net.minecraft.src.forge.*; public class BlockAirSpreader extends Block implements ITextureProvider { protected BlockAirSpreader(int par1) { super(par1, Material.grass); this.blockIndexInTexture = 0; this.setTickRandomly(true); } public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random) { if (!par1World.isRemote) { for (int var6 = 0; var6 < 4; ++var6) { int var7 = par2 + par5Random.nextInt(3) - 1; int var8 = par3 + par5Random.nextInt(5) - 3; int var9 = par4 + par5Random.nextInt(3) - 1; int var10 = par1World.getBlockId(var7, var8 + 1, var9); if (par1World.getBlockId(var7, var8, var9) == 0) { par1World.setBlockWithNotify(var7, var8, var9, mod_airSpread.airSpreader.blockID); } } } } public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) { return super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, 1 - par5); } public int getRenderBlockPass() { return 1; } public boolean isOpaqueCube() { return false; } public String getTextureFile() { return "/hotrods20/terrain1.png"; } } I assume you got your own textures.
  7. If you would notice, you need to change the code. It depends on it. Just cause you changed those doesn't mean it is fixed. It has render errors.
  8. Actually it doesn't. The Item IDs are based on after the block IDs. Minecraft automatically fixes the ID problems. The problem is the renderer and I know this for a fact.
  9. I found a render error with blocks over the ID of 255. I will attach a picture showing what happened. What happens is that the default block renderer stops rendering blocks as blocks after it hits 255. The code that proves this: if (par2ItemStack.itemID < 256 && RenderBlocks.renderItemIn3d(Block.blocksList[par2ItemStack.itemID].getRenderType())) The problem can be solved by changing the 256 in this and several other places to 4096. I will also attach a zip containing a modified source that fixes these errors and makes the renderer actually display blocks as blocks. This will not produce a error report but will cause a GUI error that makes mod developers not want to use higher IDs because they will not render in your GUI properly. In the picture you can see a flat object in my characters hand. This is supposed to render as a block but will not unless you have the renderer properly set up.
  10. You get that error because 2 mods use the same block/item ID on a certain block. Easy fix is remove the mod that adds the BlockTrellis. Just because more IDs exist doesn't mean all mods will get along. The problem is my code fix just came out and no one has created mods that use higher IDs. This is a problem until the mod authors or a 3rd party fix it. Sorry to tell you that.
  11. Yeah, add it right into your minecraft.jar with Forge already installed. Sorry I didn't specify. Been kinda busy.
  12. I increased the block limit for Minecraft to 4096. Here is the Forge version. This comes with a test mod that tests the block limit. Tell me if this is useful or not. EDIT: Install this into your Minecraft with Forge already installed.

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