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Draco18s

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Everything posted by Draco18s

  1. This is because there are two coal items: coal (meta 0) and charcoal (meta 1). These must always be specified. If you use type forge:ore_shaped instead, you can use the ore dictionary. e.g.: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/resources/assets/expindustry/recipes/machine_wood_hopper.json I don't think leaves have been ore-dict registered already (its tricky to check, but you can look for all references to the oredictionary.registerore function and find out what Forge registers) and if not, you can register it yourself.
  2. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/api/internal/CommonContainer.java#L37 I use this class as a "base" class that my other containers then extend, meaning I need this logic written once.
  3. }//TODO add the other fabric variations You need to add your other fabric variations, assuming that those variants exist in your code. Second: "size": { "small": { "fabric": { "jungle": { That is not how variants are specified. You either need to use the vanilla format ("fabric=jungle,size=small":{ ... }) or the Forge variant ("fabric":"jungle" { ... }, "size":"small" { ... }).
  4. You don't need to box here. withProperty(LEVEL, lvl) works just fine.
  5. But vanilla doesn't do that, so it doesn't need the seed, so it doesn't synchronize it.
  6. Because the client doesn't give a damn what the seed is. What would the client *do* with the information?
  7. You basically just need to do it once (when the player joins the world) and store it. Every block can then query that stored seed. And yes, you need to do this, because how else would you get the data when the player connects to a server?
  8. Vanilla doesn't know WTF capabilities are, they are a Forge thing. Use Choonster's test mod instead: https://github.com/Choonster-Minecraft-Mods/TestMod3/blob/1.12.1/src/main/java/choonster/testmod3/inventory/container/ContainerModChest.java
  9. It really isn't that hard. If you're already supplying a capability, stop implementing IInventory and use SlotItemHandler instead of Slot in your gui.
  10. What is deathZone?
  11. You should inform Mojang.
  12. This is what clever programmers are for. if(pos.x == N && pos.z == M && pos.y == 39) { log.message("hey! listen!"); }
  13. Draco18s replied to a post in a topic in Modder Support
    That is not the proper variant syntax. http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
  14. Add a logging statement to tell you what the output of that method is.
  15. That's pretty much your only option, yes.
  16. You won't be able to do this without rewriting a majority of Minecraft's internals.
  17. Or generate them once and then remove the generation code...
  18. Show your entire, updated, block class.
  19. As far as I am concerned, any block variant that might exist gets an item, for the purposes of creative inventories and silk touch. The standard drop might be different and that's fine, but the variant should probably still have an Item version of itself. Again, whatever item that is supposed to be, you need to register a model for it. I can't tell you much more because your post is confusing as all get out.
  20. Only way to implement this properly is to make two versions of your mod. Do remember that you can't ask for money with regards to features. It would violate the Minecraft EULA.
  21. 1) Use JSON recipes. 2) If you want metadata, you need to specify it with an ItemStack, like you did with charcoal 3) Use JSON recipes.
  22. If you are in a chunk, you can be absolutely sure that the chunk +X and +Z exist. You cannot be sure that -X or -Z exist.
  23. You need to register the item model for all of your block variants. I do it like this: https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L45-L54
  24. You're going to have to figure out the combined rotation yourself. You may want to convert to Matrix4x4 and do matrix math, then convert back.
  25. Post the entire log, the actual error is almost always not the first one. There might be a second instance of the error with a different "Caused by:..." line. " MissingVariantException" is pretty much always triggered.

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