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Draco18s

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Everything posted by Draco18s

  1. One ends at 8 (not included) the other starts at 8 (the same value, so it is included). [0,8)+[8,x) is the same as [0,x) If end was inclusive, or start was exclusive, you'd be right (either doubling or excluding) position 8.
  2. I'll review what I've got then. Its possible that I can squish things back into a world-remote check, haven't looked at the code recently.
  3. Post your code. We're pretty telepathetic here.
  4. Wow that's disgusting. Holy hell. item.getRegistryName().toString().substring(0, 8) + item.getRegistryName().toString().substring(8, iend) Soo... item.getRegistryName().toString().substring(0, iend) ? Anyway in 1.14 you don't need to register your item models manually any more. They're registered automatically by registry name and you shouldn't be using metadata to differentiate "subtype" items any more. ...yes, as evidenced by the fact that they...are different. One tells the game "this block exists" and other says "this item+meta has this model."
  5. Great, what are these fields used for? Have you figured out what you need to pass in yet?
  6. I'm already using a DistExecutor for setting up a proxy, so I guess that's fine? Anyway, it relates back to having to spawn TileEntities in a World so that I can query their IItemHandlers: on the client side I need a FakeWorld (as it only comes up when the user is in the GUI) and on the ServerSide I can use a Dimension (where things can be semi-persistent for efficiency during ticking).
  7. No. You are not allowed to do that. That's called "jar modding" and is explicitly against the Forge compatibility rules. That's why vanilla files are "read only." If you want to help make the datafixers work, you will want to look into Contributing to Forge.
  8. ? Maybe go look at what that parameter is used for? Maybe look at what other places call the stairs constructor and see what they pass?
  9. Caused by: java.io.FileNotFoundException: ctek:models/item/copper_ingot.json The game says that the file doesn't exist. Are you sure it's named exactly, are you sure your workspace has been cleaned/refreshed so that all non-code assets are being copied over correctly?
  10. On closing the UI, give the player all the items "stored" in the TE.
  11. Oh huh. I may have to look into this. I do have a spot where I had to split things by side, but that might be nicer.
  12. That only maps registry entries that were found on disk with new registry entries. If you have an old block called, say, "logs" and it was two kinds of wood, so its now "oak_logs" and "birch_logs" you could data map from "logs" to "oak_logs" but all your birch trees would be oak.
  13. About 600,000 nanos (provided you do literally nothing else but look, doing more can use up as much as another 600,000 nanos) and you only need to do it once per chunk after its generated. Player placed blocks you can acquired at the time it happens. I would recommend using the Custom Ore Gen CogOreGenEvent (which is called after COG does its stuff, which is pretty much guaranteed to run Actually Last, though there are a handful of mods that go later) to do it, but that hasn't updated past 1.12 yet. Or if you're thinking of doing it as a map, you pretty much scan the chunk when the map already does its thing to find out what color to draw. I've done that before too.
  14. Sure Each of those is its own workspace (well the Asset Cache shortcut goes to the gradle cache of Minecraft jar files, in the rare occasion I need to extract an asset).
  15. Make It Longer
  16. FORGE_INSTALL/src/main/resources/YOUR_MOD_ID/particles/footstep.json Yes you do. It's fa. Make it longer.
  17. Forge supports the current version (1.14 at the time of this writing) and one version back (ish, which is 1.12 at the time of this writing; 1.13 is sort of an interim version and was largely skipped). Sometimes it'll go back 2 versions (some help is available for 1.10, but won't be immediately locked).
  18. 1) use a longer mod ID. You have 64 characters to work with, use them. 2) Does that file exist?
  19. Well. Its not being called because you're not actually overriding a method. You'd know this if you used the @Override annotation. The method only takes a single Context parameter now.
  20. You won't be able to accomplish this without writing some Java. Water buckets (milk buckets, lava buckets) all return a "container item" when used in crafting because that's already been coded in. Vanilla has not applied the same logic to tool-like items in order to make them take damage. Any mod you've seen that does that has added that functionality themselves in the Java code.
  21. When dealing with AABBs? Yes. VoxelShape on the other hand, ranges 0-16. The VoxelShape.create method that takes in an AABB multiplies it all by 16.
  22. Does minecraft have slabs?
  23. If you're on 1.14 its two methods. harvestTool and harvestLevel https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/harderores/HarderOres.java#L112
  24. Show your code.

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