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Draco18s

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Everything posted by Draco18s

  1. ModBlocks.initModels(); ModItems.initModels(); ModLayerStones.initModels(); oh good, we have no idea how you're registering your models. The exact code you're having a problem with.
  2. Blocks default to using the blockstate json to determine their model. (That's what the "inventory" or "normal" variant section is for) Bare items use an item model json file (which is typically a subtype of item/generated which is itself a subtype of builtin/generated, which creates the model from a texture).
  3. You need to subscribe to the ModelRegistryEvent in order to register models for your items with ModelLoader.setCustomModelResourceLocation
  4. Ahh, that explains why I don't like it much. Too sporty for me. I don't need to go 230 mph down the highway, I just need to get there in a reasonable time. (Case in point, my actual car right now is a 1997 Honda CR-V, I bought it about a year ago and it had 112,000 miles on it, its now got 127,000 or so)
  5. And just for an alternative viewpoint: I like Eclipse. I know D7 hates it, but I don't really know why. But the reason I like it is because it's refactoring tools are orders of magnitude better than any other IDE I'd ever used before. Seriously, look at the difference between Eclipse and Visual Studio. Know what else VS can't do? Specify a superclass and interfaces when creating it, automatically creating stubs for any abstract methods.
  6. event.getToolTip() is correct. The list returned is a reference, so adding to the list will work.
  7. That is not a motion problem. That is a entity tracking frequency problem. Show where you register your entity.
  8. motionX*motionX+motionY*motionY = 0.25 is a circle: http://www.wolframalpha.com/input/?i=x*x+%2B+y*y+%3D+0.25 That is, there are infinitely many values of motionX and motionY that satisfy that equation. Sure, it tells you that the speed that the entity is taking, but that's not useful here.
  9. That makes no sense. This does not help you. This is correct. Rotation is an angle, motion is a direction.
  10. @diesieben07 Sounds like another one for the common issues thread. We've had this one about three times in the last week.
  11. There is no "download" and "upload" here. JSON models are just resource assets (same as textures). You put them in the appropriate folders. For blocks, the blockstate is loaded automatically, for items you need to call ModelLoader.setCustomModelResourceLocation.
  12. Jesus Christ. ONE thread? :V The problem is, the 36 messages I didn't delete I want to keep forever. It's unlikely I'll ever actually need the information in it again (as it deals with ASM) but its such good information on the subject I don't want to lose it.
  13. Minecraft.getMinecraft().gameSettings.keyBindSneak.getDisplayName()
  14. If you're on the client you can always get access to the client player: Minecraft.getMinecraft().getPlayer()
  15. isRemote is the difference between the logical client and the logical server. Even single player there is still a server thread (the Integrated Server) with 1 player connected. PlayerLoggedIn only fires on the logical server.
  16. It doesn't show, it is. Motion is used to modify position.
  17. Position is position. Motion is velocity, the first derivative of position.
  18. Forge is on Github. https://github.com/MinecraftForge/MinecraftForge I believe the patching is done by ForgeGradle, though: https://github.com/MinecraftForge/ForgeGradle
  19. Not everything Bukkit does has a Forge equivalent and vice versa. You can add other tags and write your code to handle interpreting what they do, but each one will need separate code and possible their own event hooks. That is: making a critical damage stat and applying it to weapons and hooking into the right events, sure, its doable. It's just not two lines of code.
  20. A resource location is how Minecraft locates resources in the /assets directory. They are also used as the primary key in the registry to uniquely identify various objects (Blocks and Items have registry names which are used as the default Resource Location in order to load the corresponding models). Why entities use it like that, I don't know.
  21. Show your render registration code in your client proxy.
  22. That describes about 70% of the people who post here for the first time. You can see this thread if you really want to cringe over how bad it is sometimes. It isn't done that way any more due to the restrictions of the Minecraft EULA which states that no Vanilla code may be distributed. By modifying a vanilla class to insert a patch, then distributing the altered class file, falls under this restriction. Because of this, no one here will help you (learn how to) do that.
  23. Lore doesn't actually make the item any different. It's just text displayed in a tooltip. You can modify the text displayed by subscribing to the ItemTooltipEvent, but adding "Crit chance: 5%" won't actually make the item have a 5% crit chance. For actual effects, some of them can be handled via AttributeModifiers which can be applied via NBT tags on item stacks. But this is a very limited set of effects (namely, attack damage and attack speed).
  24. Are you... Adding lore to your own item? Or... Adding lore to a vanilla item? How you do this depends on the answer.

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