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Draco18s

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Everything posted by Draco18s

  1. Post the WHOLE error. The first line about missing variants is a generic problem that's caused by one of several other errors, such as FileNotFound. Also, your blockstate.json does not contain an "inventory" variant, which would be used for--you guessed it--items.
  2. That entirely depends on what you're trying to do. Right now you're searching a 7x7x7 cube centered on this block. Facing values would search only the 6 directly adjacent blocks.
  3. For situations like this, Minecraft should log an error loading the model/texture. Please provide that info.
  4. That's called z-fighting and that is not what is happening here.
  5. Yes, but you can't rotate the texture based on block state. It's baked in.
  6. Change uvlock to false, now model rotation will also rotate texture.
  7. The teletype tag, tt. This is some inline code.
  8. Property prop = config.get(...) boolean b = prop.getBoolean(); //do stuff prop.set(b); config.save(); Jesus H Christ. I can't believe I had to spell that out.
  9. Gets the light value at the block coordinates the TE is at, in a combined manner: i << 20 | j << 4 where i is SkyLight and j is BlockLight. "15728640" is just a "if the actual block light is less than this value, use this value" value. This means that regardless of the total light in the space, this value will be used pretty much guaranteed (as 15728640 is definitely more than 15). Because of the way the math works, you may as well replace the function call with the value 15728640 (and ignore all lighting). Which you could then divide and modulo by 65536 yourself. (...wasn't that the whole point? To ignore lighting conditions?)
  10. Gets the light value at the block coordinates the TE is at, in a combined manner: i << 20 | j << 4 where i is SkyLight and j is BlockLight. "15728640" is just a "if the actual block light is less than this value, use this value" value. This means that regardless of the total light in the space, this value will be used pretty much guaranteed (as 15728640 is definitely more than 15). Because of the way the math works, you may as well replace the function call with the value 15728655 (and ignore all lighting). Which you could then divide and modulo by 65536 yourself. (...wasn't that the whole point? To ignore lighting conditions?)
  11. ...You don't know how to invoke methods and create variable references inside a button?
  12. In Eclipse, under the Package Explorer, there should be a "folder" called Referenced Libraries (there might not be, in which case skip this). Inside that will be a file called "forgeSrc-[mc version]-[forge version].jar" You will be able to open up that jar file and brows the MC source code. TNT will be down under: - net.minecraft.blocks - net.minecraft.entities
  13. Description: Loading screen debug info This is just a prompt for computer specs to be printed. THIS IS NOT A ERROR
  14. Or getAllInBox(pos.add(-1,-1,-1), pos.add(1,1,1);
  15. (you know....because they don't exist/aren't connected to a server...)
  16. inventory.deserializeNBT((NBTTagCompound) compound.getTag("inventory")); Also, I recommend naming your nbt tag with your mod ID.
  17. You will need to call ItemStackHandler#serializeNBT() and ItemStackHandler#deserializeNBT() yourself.
  18. And even if you do need a TESR, don't do Minecraft.getMinecraft().getTextureManager() a lot. Save the reference to a variable and that'll clean up your code A LOT.
  19. This will be very tricky with block models. But you'd have to store the block being used inside a (non-ticking) TE to start with. From there you should be able to write a BakedModel implementation that returns the baked quads for the saved block, or at the very least, quads using the same texture.
  20. You forgot the "new" keyword.
  21. Do that in the onBlockPlaced method. If the placement is invalid, drop the block as an item and set the space to air.

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