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Draco18s

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Everything posted by Draco18s

  1. Your crops don't recognize the custom farmland as being a valid block they can stay on.
  2. That's why it was suggested that you use reflection, because reflection can do that.
  3. Explanation: ALL vanilla recipes assume an input stack size of 1, it doesn't matter what stack size you tell the recipe manager you want to use, the furnace (and crafting table) are hard coded to use exactly 1.
  4. You get the values via reflection. http://www.minecraftforge.net/forum/index.php?topic=44675.0
  5. Caused by: java.lang.IllegalArgumentException: Cannot set property PropertyEnum{name=axis, clazz=class com.Egietje.degeweldigemod.blocks.CheeseLog$EnumAxis, values=[x, y, z, none]} as it does not exist in BlockStateContainer{block=dgm:cheese_log, properties=[axis]} You can't set the property because it doesn't exist in the block state container. The reason it doesn't is because you created a new axis property here rather than using the existing one from the parent class.
  6. Use the ReflectionHelper class. You'll need to know both the MCP name and the SRG name though. You'll have to use MCPBot to get the SRG name.
  7. Try searching your workspace.
  8. Oh, anything from "be a chest" to "be a furnace" to "be gravel" to "be a liquid." Stuff like that.
  9. If the blocks are purely decorative and the player just gets to assign a texture, then it can probably be done with a non-ticking TileEntity and a (very complicated) baked model or IStateMapper class.
  10. Try line 129 of ItemBow. entityarrow.setDamage(entityarrow.getDamage() + (double)j * 0.5D + 0.5D); It uses the base damage (2) and adds the POWER enchantment. That f variable is the initial velocity: float f = getArrowVelocity(i); From line 108. Actual damage dealt is handled by the arrow's velocity on impact: float f = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ); int i = MathHelper.ceiling_double_int((double)f * this.damage); From EntityArrow 266.
  11. Because that method in the parent class is static. You cannot override it. If you want arrows to do more damage, call entityarrow.setDamage(...) with a bigger number.
  12. Shouldn't, the log has this line: Caused by: java.io.FileNotFoundException: tutorial:models/item/inventory.json The fact that it's looking for a file named "inventory.json" should have thrown red flags.
  13. Better link. https://github.com/lukas2005/IDEA-Mod/blob/master/src/main/java/lukas2005/idea/caps/IPlayerData.java#L114 That's the line that's crashing. I don't know why you're not doing return (T)this.instance though.
  14. Minecraft.getMinecraft().getRenderItem().getItemModelMesher() You also shouldn't use the ModelMesher, you should use ModelLoader.setCustomModelResourceLocation
  15. 1) You don't need a TESR to render tile entities. You can use baked models just fine 2) If you ARE using a TESR, you can render one in the inventory by using a fake TE that supplies default data to the renderer.
  16. That event, does not in any way, help you modify chat messages.
  17. You have this check (twice, even): if (this.isBurning() || this.furnaceItemStacks[2] != null && this.furnaceItemStacks[1] != null) Double check that for yourself and make sure that it's doing what you want. (Hint: its not)
  18. So, what you'll need to do is check if slot 0 or slot 1 is smeltable, and that the output can go to slot 3 or 4 (respectively). If either is valid, start burning fuel. You'll also need two timers.
  19. Your slot setup is irrelevant to making the recipe work. What is your goal here, are both inputs required (copper ore + tin ore -> bronze)? Or are you making a "double furnace" where you've got two separate inputs that smelt to their respective outputs (iron ore -> iron bars, twice)?
  20. Show these two classes: tschipp/creativePlus/items/Wand tschipp/buildingblocks/blocks/BlockGravelGrass
  21. While this is true, that's not actually what that does. The "shade" tag is what controls whether the block's model itself uses lighting information or is fullbright (i.e. even in a pitch dark room you can still see it, as if the block itself was "glowing").
  22. If you're using item/generated as the parent, you don't need the display block at all. item/generated takes care of it for you. Also, when you say your texture/model is at "assets.expandedfood.models.item" do you have nested folders or one folder with periods in its name? Because you need the former.
  23. You can render static models using OBJ files, instead of JSON.
  24. At what point did I ever say the word "proxy"?

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