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Draco18s

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Everything posted by Draco18s

  1. Your file is named "strange_plank.json" not "strange plank.json"
  2. Where are you doing this, then? Also, you're not binding a texture.
  3. Character length only matters for Code Golf. That said, if you wanted to use a while loop, you can save characters: Instead of: int x = -aoe; ... { while(x != aoe) { x++; } x= -aoe; y++; } You can do: ... { int x = -aoe; while(x != aoe) { x++; } y++; } By declaring the value at the top of the loop you save having to reset it at the end.
  4. That's not the full error. There will be another Caused by: entry that tells you what actually went wrong. You also didn't post your updated code.
  5. Ew. Ew ew ew. Ok, so, 1. for-loops are a Thing. As are negative variables. You don't need those 0s. for(int x = -aoe; x <= aoe; x++) { ... } Two: new BlockPos(x,y,z) (where you're checking to see if the block is stone) != new BlockPos(block.getX() +x, block.getY() +y, block.getZ() +z) (where you are removing the block) Three, BlockPos.getAllInBox(...) is a Thing.
  6. Change the explosion shape -> custom Explosion class. Nothing about that says "I need a custom World class"
  7. Mm, you don't say.
  8. Use the debugger to find out why.
  9. Huh. Anyway. There's a right-click method inside the Item class you can override to get the behavior. I'm surprised Mojang didn't use it.
  10. You're already doing it: stack.getItem() == someItem
  11. Oh you can use a map or list for that, that's fine. You're just iterating over the entries and registering them. But that isn't what I was saying not to do. I was saying, don't do this: if(stack.getItem() == ModRegistry.items.get("rock")) { ... } THAT is what you shouldn't do. It makes your code rely on strings that if you change ("dur, 'rock' such a dumb name I'm going to change that to 'stone_gniess' instead"), well now you have to search your code manually for every instance of the string "rock" and change it by hand. You can't refactor it by using Source -> Refactor -> Rename.
  12. No. You create a field, you annotate it, you register the item normally. Then forge sets the value of the field for you.
  13. No, it's annotation magic. All you do is annotate the field (correctly) and everything else happens automagically.
  14. Start commenting out various lines in the container that add slots. You'll narrow it down eventually.
  15. Yeah, I even checked your "handle player inventory" code and it matches my own perfectly.
  16. Have you looked at how leather armor does it?
  17. Personally I plan on updating an older mod of mine to 1.10 or 1.11 before updating it to 1.12, as there are fewer alterations that need to be made that have to be done for 1.12 and I figure I can start on the earlier changes, push a version for 1.10/1.11, before finalizing things for 1.12. Its because I want to supply the mod for the people who have already split off, while segmenting the work that needs to be done into smaller batches.
  18. Vanilla is already supplying a sounds.json at that location.
  19. 1) this is the "get help making mods" forum, you should have posted in Support & Bug Reports 2) 1.7.10 is no longer supported here 3) Bitch at Bibliocraft, its their mod that's doing something wrong: Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/gui/GuiScreen at jds.bibliocraft.BiblioCraft.load(BiblioCraft.java:201)
  20. 1) item.getRegistryName() instead of MODID + ":" + id 2) Post your log file, if there's a problem loading models or textures, there will be an error there. 3) Found your problem, it isn't assets.slingshot, it's supposed to be nested folders. Same thing here.
  21. Flag 0 won't do what you want either as one of the flags "sends the change to the client to be rerendered."

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