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Draco18s

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Everything posted by Draco18s

  1. 1) Your block isn't at the correct origin. Minecraft block origins are the bottom, north, west corner. 2) Its scale is likely wrong. It needs to fit within a 1x1x1 unit volume within your modeling program.
  2. Block is already a "BlockBase" class.
  3. Having a common class for related functionality is fine. But by making all of your blocks extend BlockBase which extends Block, you've locked yourself out of extending other vanilla blocks (like BlockFalling). BlockBase does nothing for a modder. I don't use it and my mod works just fine.
  4. This is an antipattern. You should never need to create your own "base" block class separate from vanilla.
  5. You aren't properly handling "partial ticks." Remember, ticks (game processing) are 20 times per second, but the rendering can be anywhere from 30 to 120 times a second.
  6. This method and this method: Do not have the same signature, so the latter is not overriding the former. Also, where are you calling onEnable(EntityPlayer player)?
  7. You mean like this? https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/resources/assets/harderores/blockstates/ore_hardiron.json#L9
  8. Why? For what purpose? Why is the mods folder insufficient?
  9. Its hard. :\ Vanilla handles water movement in the Entity class itself and checks for explicitly Material.WATER You basically have to find that code and copy it to an event handler.
  10. Your file is improperly named or located.
  11. Eh, I think even if someone could walk, flying a helicopter would be a pretty daunting task. :P
  12. TLDR, you're trying to access rendering code from some place where OpenGL is not active. Without your code, this is impossible to solve further, but you need to update before we'll help you anyway.
  13. Look at: Bed Door Nether Portal TwoTallGrass among others
  14. use "parent": "item/generated" or "item:handheld", then you don't need to specify the "display" section. Any time you're copy-pasting the same thing over and over, you're doing it wrong. Use ModelLoader instead. I'm pretty sure it exists.
  15. Not sure why you do this after getting a block's subblocks. This will never result in the right IBlockState for a block with multiple states. There is no standard way of doing what you want to do.
  16. ALL items need models. Show your model registration code.
  17. In which case, I advise not trying to interpret the bad English of another poster.
  18. You need to register the model for the item, like you have to do with all items.
  19. The subject of your sentence is "ladder." The sentence wants the ladder to have a property. That property is "reached faster up." "Reached faster up" then must be an adjective of some definition ("taller" "redder" etc) It is, however, a verb, an adjective, and a supporting noun. Removing the adjective and the verb, leaving the noun we get "a ladder, which is up" which makes no sense. Lets try again with the verb, as some verbs could be appropriate (e.g. "climbed") That gives us, "a ladder, which is reached." But this doesn't make any sense either. Any ladder that is too far away cannot be reached and reaching it is not a property of the ladder, but of the distance relationship between myself and the ladder. So we have to try again with the adjective modifying the supporting noun, "faster." "A ladder, which is faster." Faster how?
  20. This also not sense make.
  21. You've got a couple of these. Minecraft does not like non-power-of-2 textures. I don't see any other issues though.
  22. Yeah, that could be. I haven't managed to keep up with the renames.
  23. It's been renamed. It's essentially a wrapper around OpenGL commands. I think it's called VertexBuffer now.
  24. You do not need it. Anything ItemBase does you can do without ItemBase. setRegistryName? Done: Item someItem = new Item().setRegistryName("some_item") Creative tab too? Item someItem = new Item().setRegistryName("some_item").setCreativeTab(...) Adding it to your ModItems.ITEMS list? ModItems.ITEMS.add(someItem) registerModels() from IHasModel? Another anti-pattern. Just do this in your client proxy's ModelRegistryEvent: for(Item item : ModItems.ITEMS) { ModelLoader.setCustomModelResourceLocation(item, o, new ModelResourceLocation(item.getRegistryName(), "inventory")); }
  25. Draco18s replied to CrazyLevi's topic in Modder Support
    Don't implement ICommand yourself, extend CommandBase.

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