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Draco18s

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Everything posted by Draco18s

  1. If it's in /blockstates it's a blockstate file and follows the blockstate format. That's where multipart goes. If it's in /models it's a model file and follows the item model format. These are the "parts" that the multipart refers to.
  2. For meta/state conversion, here's an example. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/block/BlockMillstone.java#L53-L61 Note that I'm using a custom enum property in place of BlockDirectional.FACING for my specific purpose. Two-property example https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/ores/block/BlockAxel.java#L65-L77
  3. Using an old 1.10 tutorial. The code I gave you works in 1.10.2 just fine.
  4. Huh, well. Ok then.
  5. That is not relevant. ======================= On this line: https://github.com/geekman9097/Logisticraft/blob/master/src/main/java/geekman9097/logisticraft/init/ModItems.java#L42 Don't reconstruct the model resource location like that. ModelResourceLocation res = new ModelResourceLocation(item.getRegistryName(), variant); is more than sufficient.
  6. Sheep's onInteract isn't even used. Forge patches some code to use the IShearable interface instead. I just knew that the method I wanted to find was in the Sheep class. And don't just do stuff because something else did it. Look at what the code is actually doing.
  7. java.lang.NullPointerException at com.clowcadia.mob.Blank.processInteract(Blank.java:20) ~[Blank.class:?] world is null because you never assign anything to it: World world; You shouldn't even have this field as Entity already has a world object field, it's (unsurprisingly) called worldObj .
  8. Also don't use GameRegistry.register(Item, ResourceLocation). Use item.setRegistryName() and GameRegistry.register(Item). Also set your unlocalized names to include your mod ID, like this: item.setUnlocalizedName(item.getRegistryName()).
  9. No. Wrong. Not at all. Completely false.
  10. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291999-unique-artifacts-powerful-randomly-generated-items https://github.com/Draco18s/Artifacts/ http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2451299-reasonable-realism-its-a-pack-its-a-mod-it-makes https://github.com/Draco18s/ReasonableRealism http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2378743-micromod-extendable-ladders Didn't search very hard, did you? I link to my github all the time here. Searching my user name on curse or Minecraft Forums should bring up my threads.
  11. Good. Because I am a god damn wizard.
  12. Me: *Open Eclipse* Me: *Find EntitySheep* Me: *Search for "shears"* Me: *Find a method called processInteract* You: LOL, THE ASSKICKING Yes.
  13. You know processInteract is an entity method you override, not an event, right? And that it has three paramters, right?
  14. Yes. How will vary by event. usually something like event.getEntity() or event.getPlayer().
  15. See my post just above yours.
  16. "layer0": "parallelworlds:items/nightgem" Magic
  17. No. Do not extend BlockContainer.
  18. A custom state mapper would do it.
  19. So, a couple things. chunk.getWorld().getBlockState(...) This can be better. Option 1: store the result of chunk.getWorld() to a local variable and use world.getBlockState() Option 2: skip the world object and use chunk.getBlockState() new BlockPos(...) Don't do this. BlockPos objects are (sort of) mutable. Use a local variable and pos = pos.down() instead.
  20. Diesieben07 got there first: You were already told what to do, you didn't do it, I have free reign to call you out on not doing what you were told to do.
  21. Neither one of the suggestions are (technically) correct. In this case, "implement methods" would work but it may cause a problem (duplicate method signatures) when there's an easier solution (importing the right classes).
  22. (Note: block-meta-4 <==> item-meta-4 only by coincidence (ease of programmer conversion), but there does exist one usage in vanilla code that assumes that they are exactly the same, and technically a bug from the perspective of the Forge team)
  23. Pretty sure that's now how you should be doing the spawn egg. For two reasons: 1) You shouldn't be adding it to the array yourself 2) You're ignoring the two color parameters, which means you aren't going to get an item at all. You pretty much took the fact that someone said "you need to call createEgg" and created a method called createEgg and did random bullshit you thought the method should do. You seem to do this a lot.

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