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Draco18s

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Everything posted by Draco18s

  1. It will. If you'd made those changes you would have seen.
  2. 1) Why is your "register renderers" called from common code? That shit's client only. 2) Models need to be registered in the ModelRegistryEvent
  3. "Not visible" means that it's private. You need to use Reflection.
  4. Turns out that MathHelper.getPositionRandom is SideOnly(CLIENT), which makes it (directly) unusable for me. Ah, but that's just a wrapper function to getCoordinateRandom, which isn't sided. OTOH, I pass my Random instance into a method to get a random position within a circle, followed by several other random calls for a few other things,* so I do actually need a full random instance. *I get the unit circle, multiple by a radius, offset this from the original position, then make up to 8 more [random inside-unit-circle] * [smaller distance] polls, in order to create a randomly placed tight cluster of flowers (plus sometimes I need a boolean random for if the plant can be two-blocks-tall).
  5. Yeah I had that problem in 1.7 (where I did my own randomization) before finding a satisfactory result. And I was working with 11 different sprites!
  6. You can use the standard harvesting mechanisms available to all mod blocks to set the harvest / tool efficiency values. setHarvestLevel
  7. That would qualify as "supplying your own IBakedModel," yes.
  8. You will need to supply your own IBakedModel for your item.
  9. Items are 3D models generated from a texture. Please describe what it is you want better.
  10. Use the result: nbt object. e.g.: https://github.com/Choonster-Minecraft-Mods/TestMod3/blob/1.12.2/src/main/resources/assets/testmod3/recipes/guardian_spawner_from_fish_and_sticks.json#L24-L31
  11. Yep, that's sufficient. There may be a (very small) bias, but it's not worth worrying about.
  12. Sorry, but 1.7.10 is no longer supported here.
  13. I had to, I hadn't understood your post otherwise. ("Afra? what is afra supposed to be?")
  14. Either. With an I. Afraid? I think this is supposed to be "afraid." With an I and a D.
  15. Well, CTM is a mod and has to interact with the Java code in order to do its thing. It is the Connected Textures Mod afterall. The mod code is responsible for gathering the extended state information from the adjacent blocks to determine which texture to use. Without that mod, you can't make the textures connect, as the state information is not available. The same goes for models. But no, there is not currently (to my knowledge) a Connected Models Mod.
  16. Yeah, you can't do this with just resource packs.
  17. Oh cool, I'll start using this. I don't think my usage had an observable pattern like that, but I didn't know this existed.
  18. What I meant was, you could have just changed the word "metadata" to "nbt data" in the paragraph.
  19. If you need 100% accurate time, you must use a TileEntity. If you don't you can either rely on random ticks (which works fine for things like growing crops, although I've edited that logic to hell, myself). Or you can use world.scheduleBlockUpdate and pass in a sufficiently large number. I don't recommend using 24000 ticks as the "delay" but to try and encode some of the regrowth in the block's metadata (it doesn't need to change visually). You would still want random update ticks in case the scheduled tick never occurs (again, why to use metadata for some of it: if the scheduled tick gets skipped for any reason, you're only out 6000 ticks, not 24000!).
  20. What you're probably looking for is Loader.isModLoaded("[modid]")
  21. I won't tell you how because you should always register your items.
  22. Don't. Always register your items. If they depend on other mods, just make the recipes conditional.

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