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LuccaPossamai

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Everything posted by LuccaPossamai

  1. I've created a "IIngameOverlay", to that overlay I'm trying to get an specific attribute value of the player, but always return 0.0. Someone can help me? Exactly in this method, the value return 0:
  2. Hi, I'm trying to update the version of my mod. But I'm really confused, I've seen about mappings and dependencies. Someone could help me?
  3. I'm creating a cactus plant for a custom desert biome. I'm having trouble with the blocks that sustain the plant. I'm trying to override the "canSustainPlant" method, but, in the game, the cactus could only be planted in normal sand. Other trouble I have is with the model of the cacti. My code: And my actual cactus model:
  4. I don't know how to explain, but, look at this picture. There are 2 blocks of sand, and the top texture of the both are different(rotated).
  5. I didn't mean this kind of rotation, I men the rotation of the sand or gravel that only the top side texture is rotated.
  6. I'm trying to create a rotated variant, like sand. I've seen the createRotatedVariantBlock method in the BlockModelProvider class. But, I do not know how to apply in a mod block. There's a way to do it?
  7. How the atlas texture works? I'm confused, why the model needs two resource locations?
  8. I'm creating a custom renderer to a tile entity. But my texture does not render. Here's my code:
  9. I'm trying to cancel the armorRenderer to make a "complete invisibility effect". I've tried the RenderPlayerEvent, but I didn't get anywhere.
  10. These things you've said interferes in the problem?
  11. I'm from Brazil, and I'm used to code in portuguese. Like "items" in english is "itens" in portguese. Here it is the Essence class, and the EssenceItem class. I created 2 different classes to separete and simplify some things.
  12. Here it is the part of the code, the Item: and the entities' :
  13. How do I set the priority? "FML" it is something that I don't understand.
  14. I'm trying create an item that holds an entity(like an "SpawnEggItem"). But when I try to register the item with an created entity, this entity wasn't been registered yet. There's a priority system to these events? This is my code btw:
  15. Thanks It work. But for the item texture(not the armor model). I see that Dyable items need to be registered in the "ItemColors". There is an event to do it? -Forget it, just see the ColorHandlerEvent.
  16. I'm making an Dyable armor, but I don't know how the overylay textures work. I use the "getArmorTexture" in the other armors that I've make, and it worked, but in Dyable Armor it doesn't. Here's this method: @Nullable @Override public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type) { if(stack.getItem() instanceof MagicArmor){ if(slot.getIndex() == 1){ return new ResourceLocation(ExampleMod.MOD_ID, "textures/models/armor/magic_armor_layer_2_overlay.png").toString(); } return new ResourceLocation(ExampleMod.MOD_ID, "textures/models/armor/magic_armor_layer_1_overlay.png").toString(); } return null; } I just wanna know where I return the normal texture (Dyable) and the overlayed Texture.
  17. To change the texture based on tick, which predicate I'll use? I tried exactly with the "pulling" and "pull" of the bow texture. But, it didn't work.
  18. I was creating an Item that dashes the player when release the button(the force of the dash is based on the time pressing the button). And, for this item, I want to make a texture with different sprites in every stage(more like the bow pulling texture). I think the predicates can be useful to aply different sprites, but is it the best way to do it? If someone knows I'll be grateful.
  19. It worked, thanks. When the player dies, the capability should reset? If yes, how do I do to no reset?
  20. Ok, with an example the things just get so many clear now. Thanks btw. But, I'm confused. How do I register this Capability. I mean, I tried but, with the serialization, there is no IStorage. I looked in your code, and do not find a field that you register the cap.
  21. Ok, I changed some things. But the inventory still resets. I'm calling the registration of the capability in the setup, maybe this is causing the reset. The attachEvent: And the Provider/Serializable:
  22. I use this tile entity for a block, and this block the player use to open the inventory(like an ender chest). I changed the capability to an ItemStackHandler. But every time I enter in the game the inventory resets. The class for ItemStackHandler cap: The Capability.IStorage: The instance of the capability: I'm using this to load the items, a add them to an inventory: And using this, to save the items of the container in the cap:
  23. The tile entity in this context just serves to open the container that allows the player to have acess to this inventory. I change for the ItemStackHandler and I works. But, when I enter the world the capability resets.
  24. I created a capability for player to write a custom inventory for each player. But I do not really understant how to get the data stored in the capability. Heres some classes: The IStorage The default capability: The CapabilitySerializable: The tile entity: And the container's class:

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