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Draco18s

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Everything posted by Draco18s

  1. File not found: ezmod:models/... Your file is located at ezmode:models/...
  2. ...make it SMALLER than 1x1x1 Like... 1x0.9x1 It still HAS a top face, but that when the player stands there, they will take damage.
  3. Oh your file was valid JSON, that wasn't your problem. It was that it failed to deserialize into the expected types.
  4. If its in your build path, all you have to do is import the classes. Unless you have a more specific question.
  5. If you make the collision box a full cube in all directions except up, then you can use the same code that cactus does for damaging the player, which is based on the player's collision box being inside the full 1x1x1 volume of the block. This will allow the player to grind themselves up against the sides the spikes without taking damage.
  6. No, the problem is that you didn't correctly create a valid JSON file, here's the underlying error you had: Caused by: com.google.gson.JsonSyntaxException: java.lang.IllegalStateException: Not a JSON Object: "techmod:cablecar_track_normal" And your original JSON: "north": { "submodel": { "model": "techmod:cablecar_track_normal" } } "model" (or rather, the first child of "submodel") is expected to be an Object and you have a string. If you look at your corrected JSON file: "north": { "submodel": { "track": { "model": "techmod:cablecar_track_normal" } } } You can see that now you have an Object child of "submodel" If we look at the docs...we see two examples: 1: { // if it is true, it will add the wall model and combine it with the pressure plate "submodel": "wall_n" }, 2: { "submodel": { "pillar1": { "model": "wall_n" }, "pillar2": { "model": "wall_n", "y": 90 } } } Yes, the one that has named objects does have TWO of them, but look carefully at how the first example is handled. "submodel" here is a key for a string! You made it a key for an object that then contained a string! If you had done this instead: "north": { "submodel": "techmod:cablecar_track_normal" } Everything would have been fine.
  7. Draco18s replied to a post in a topic in Modder Support
    Show your code.
  8. You need to synchronize your data. https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L174 https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L95
  9. This code is out of date because I haven't updated the mod past 1.7, but sojourn give you an idea: https://github.com/Draco18s/HarderStuff/blob/master/src/main/java/com/draco18s/hazards/client/HazardsClientEventHandler.java#L138
  10. Add "parent": "block/block" to your bock model instead. Then you don't have to respecify all of the display tags.
  11. See this comment: https://github.com/MinecraftForge/MinecraftForge/pull/4549#discussion_r153260543
  12. You do not need a TESR for this and likely as not, a TESR can't do this. You want to subscribe to one of the rendering events and just render whatever you want.
  13. I was just about to suggest that
  14. Show this code: Preferably the whole class.
  15. Show how you register your item model.
  16. No, it is not the same thing. TileEntities should be rare, but in either case, if you have one, you do need to register it. However, that is not your problem here. Registering two items is not the same as registering the same thing twice.
  17. Because the method is not a static method: Item.isInCreativeTab() can't be invoked directly. You need an instance: Item i = ...; i.isInCreativeTab();
  18. Your ServerProxy class does not extend anything.
  19. I forgot to include the link, sorry.
  20. ChatComponentTranslation or TextComponentTranslation
  21. Problematic code #5 ItemStacks can't be null ( @diesieben07 this could be added to the list)

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