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Draco18s

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Everything posted by Draco18s

  1. "textures" { "all":"your/variant_texture1" } Can't produce any errors. If you have errors, its in the other parts, namely how you're defining your variants. I recommend using the Forge system, as its a lot easier to work with and doesn't require that you smoosh the two properties together.
  2. In each variant, put: "textures" { "all":"your/variant_texture1" } This is basic blockstate stuff.
  3. The cube_all model takes one texture reference, "all" and applies that texture to all faces. This is a vanilla model, and the json for it is visible in the minecraft source cache.
  4. That sounds more likely. E.g. I have this: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/flowers/FlowerEventHandler.java#L90-L97 And it works fine.
  5. Double are double-size floats. Do you actually need that much precision?
  6. So, you want to use the forge system, and then don't use the forge system? If you aren't using the Forge system, then you have to match exactly. activated=true, offset=east and activated=true,offset=east aren't the same.
  7. Really? https://github.com/JGgithub2018/Fluxed-Machinery/blob/master/src/main/java/jgcodes/fluxmachines/ModClass.java#L70-L81
  8. Use a longer modid. You have 64 characters available, use them.
  9. And those classes all extend...?
  10. Those aren't from Forge, they're from Mojang. (But you're otherwise correct)
  11. 1.11 is old. Update.
  12. https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/ores/block/BlockSifter.java#L50-L54
  13. Your best bet is to use the ore dictionary. Things-that-are-ores will be registered with an oredict name starting with "ore", eg. "oreIron" "oreCopper" etc. You could also check the output of the furnace recipe to see if the item there is registered as a "ingot" Which way you want to go will depend on if you want to double produce when smelting ore blocks or if you want to double produce when producing ingots. This matters for how you want your furnace to interact with other tech mods which grind ore blocks into "dust piles" (one ore block grinds into two dust piles, one dust pile smelts to one ingot). Similar to that problem, my own mod doesn't have minable ore blocks, but instead the blocks drop chunks (so it can be effected by Fortune). Those chunks (registered with the oredict as "rawOre___") smelt into nuggets but can also be ground up into tiny dust piles, which can be crafted/sifted into dust piles (sifting grants another slight increase, being only 8:1 instead of crafting table's 9:1).
  14. What version of Minecraft are you modding for?
  15. Sounds like a use for the submodel system. https://mcforge.readthedocs.io/en/latest/models/blockstates/forgeBlockstates/#sub-models
  16. Its an advancement. Here's an example: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/resources/assets/harderores/advancements/recipes/bread.json
  17. Are you trying to do something like MicroBlocks? Or possibly Red Power's fractional blocks (I can't remember exactly what they're called, but they went down to 1/2 size in all four dimensions, iirc) This is going to be difficult to do.
  18. https://stackoverflow.com/questions/218384/what-is-a-nullpointerexception-and-how-do-i-fix-it
  19. Can you view other classes, or are all vanilla files showing that? How did you set up your environment?
  20. You mean this line? private static IInventory emptyInventory = new InventoryBasic("[Null]", true, 0); Yeah, that's so it can call super without passing null, which would crash. It doesn't actually USE it, its literally a dummy variable.
  21. No? https://github.com/hyper1423/somestuff/blob/master/SomeStuff/src/main/java/com/hyper1423/somestuff/blocks/BlockFluidMoltenIron.java#L46
  22. You can't, not directly. Fluid push is, sadly, handled by the Entity class which you can't directly access. You have to use events. And oh yeah, the math (if you want to mimic water) is annoyingly complicated.
  23. You mean Forge for Minecraft 1.8 or Forge 1.8? Because the former is too old to be supported any more and the latter is even fucking older (current version is version 27.0.25).
  24. Sorry, I screwed those names up. BlockHorizontal is one of them. I can't remember the other one, but the dispenser definitely uses the FACING property and all vanilla blocks that use a FACING property will reference the same ones: the omnidirectional (where ever it is) and the horizontal one (in BlockHorizontal).

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