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Draco18s

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Everything posted by Draco18s

  1. No. Capabilities exist. Also good job linking someone using 1.14.4 to the 1.9.4 documentation.
  2. 1.8.9 is so freaking old we don't support it any more.
  3. It wasn't added because its not a "growable" block in the same sense that wheat and potatoes are. If you think it should be added, raise an issue on Forge's github.
  4. I like how those two methods are different methods. i.e. the thing you said gives an error is not the thing that you are pointing to. isOpaqueCube doesn't exist any more as it has been replaced by getBlockLayer. Also, code style #4.
  5. Also, make your unlocalized name contain your mod ID: setRegistryName(name); setUnlocalizedName(getRegistryName().toString());
  6. Other way around. Use lower case everywhere for assets and resource locations.
  7. Oh sure. I just mean that one of my machines facilitates the bar -> block type recipes (9 iron ingots to an iron block, four snowballs to snow, etc). The latter is so deeply entwined with the usual crafting system that it doesn't make sense to expose it, because of the reversible nature of those recipes. Instead its inputs and outputs are based solely on what items make sense.
  8. "supersurvival" is less than 64 characters in length, just use "supersurvival" And testing is fine, just that there are a lot of tutorials out there that are like "so this is a Tutorial Mod, we need to give it an ID so lets call it 'tm' short for 'Tutorial Mod'" without explaining that you shouldn't use two character abbreviations for real mods.
  9. For the uninitiated here, modid in that string is not the characters M-O-D-I-E but whatever string you're using as your Mod ID (currently, ss).
  10. Figured it out. Had to dig into the gradle tasks, but I had to run two commands separately. ./gradlew :forge:eclipse ./gradlew :clean:eclipse Neither of these were visible in the build.gradle file or the settings.gradle file, but the command line popped a hint while I was poking around that said: And I did and that's how I found what I needed.
  11. Very helpful, Tieso2001, I probably won't end up using it (we'll see; a bunch of my machines shouldn't have exposed recipes, as it markedly impacts the intended balance).
  12. In 1.14 these all coalesced into the same place, BlockStateProperties and got names based on their range. As well as adding a getAgeProperty() method to the CropBlock class (and getMaxAge()). Just FYI for when you get around to updating.
  13. You'd have to write your own (de)serializers and deal with reading the resources yourself. There's likely a good chunk you don't have to rewrite, but there's a lot you will.
  14. C# and Java are not all that different, syntactically.
  15. I am not looking for a "make a mod" commands but "contribute to forge" commands.
  16. According to the docs: Step 3 fails for me, Eclipse tells me that there are no existing projects. I can import as a Gradle project instead and at least be able to view and edit things, but Eclipse does not see the files as being part of a project and I can't use usual IDE features, such as navigating to declaration or finding references, or for that matter, running the game. This makes it very difficult to do anything beyond the most trivial of patches. What am I missing?
  17. Additionally, don't assign your blocks/items to your fields yourself. Use the @ObjectHolder annotation.
  18. This is a basic Java issue, not a Forge issue. You should be using an IDE (Eclipse or IntelliJ, Notepad++ is not an IDE). But I'll give you a hint. Where does the BlockColumb() function end?
  19. https://github.com/MinecraftForge/MinecraftForge/issues/6109
  20. Yes No. You should only register models for all of YOUR items. You're already looping over all of your items, so don't change that. Note that you do not need to loop over your block list or your tile entity list, they don't need models registered, only items do, and if your blocks have items, those items should already be in the list.
  21. You already did a getCap action: Why are you querying it again? Just use the object you already have.
  22. Problematic code #14 Code style #3 Pointless code. Just don't override it if you're going to do nothing. Code Style #4
  23. That's what the parameter is for, then. You pass in the identifier for that capability, which is that thing that the @CapabilityInject annotation is applied to.
  24. There are multiple capabilities attached to the player. Which one do you want?

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