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Draco18s

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Everything posted by Draco18s

  1. The reason they show up with .name at the end is that the default implementation of the unlocalized -> localized code takes the unlocalized string ("foo") adds "item." to the front (because it's an item, "block." if it's a block, etc.) and ".name" to the end. The ".name" is to distinguish it from any other usage, such as ".tooltip" or ".description" although Minecraft typically doesn't have those. You can see in my artifacts localization file that not everything ends in ".name", some of them don't even have a suffix, such as "time.seconds=seconds"
  2. Imagine that your block checks in the following order: North, South, East, West. The first block looks below itself and goes "yup, I'm supported." The second block looks below itself and says "yup, I'm supported." The third block looks below itself and finds air, but it has support to one side, so it says "yup, I'm supported." The structure stays intact until a block anywhere finds that it is not supported and falls, every block it was supporting will now fall. Sorry about that, it was never written with the intent of being visible. All it does is loop through the 4 cardinal directions and check up to 6 blocks distant if there's a continuous line of support. Golf term: https://en.wikipedia.org/wiki/Golf_course#Fairway_and_rough Verb dogleg (intransitive) To bend in the shape of the hind leg of a dog, especially to turn and then turn back in original direction, such as down, right, down.
  3. There's also Forge Inter-Mod Communciations, also known as IMC messages.
  4. That's odd. It's fully documented on the wiki...
  5. Ok, so. Step 1: Whatever method you are going to use, make sure that a block does not ask a neighbor if it is supported, because that neighbor will ask the first block if it is supported. Step 2: There's no need to go down more than 1 Y level. If that block is not actually supported, it will fall when it gets a block update. Note: Step 2 assumes that every block is made support-required, which includes TileEntity blocks, which actually can't be made to fall because of the TileEntity Step 3: What other shortcuts can you take? Here's what I did when I did this: https://gist.github.com/Draco18s/a1a5d65fe39b8fe85cab The third shortcut I took was to assume linear support only, no dog legs.
  6. Its an interface, not a class, you can't instantiate it.
  7. What are you trying to model? Are you trying to create some kind of block-support-physics?
  8. Fixed that for you. Protip: If you want to do something like [X] go look at the code for [X]. It's almost like it'll tell you how to do it.
  9. http://www.minecraftforge.net/forum/index.php?topic=22764.0
  10. That's because all tools get 1 more use when they hit 0 durability.
  11. Thanks for this great adivce but I want to use it in multiplayer and server-side only... Your reply to diesieben07 in no way contradicts what he told you. If you want to use Forge events, you need to write a Forge mod.
  12. If you created a new Potion and it's brewable via PotionBrewEvent, then TADA, it has an item. Please re-ask your question using new words if that is not what you meant.
  13. Having only just woken up, my psychic remote-viewing powers haven't warmed up yet. Mind including...I don't know, anything about where these files are located?
  14. I have a mod and I want to make sure that my custom enchantment can be applied to axes, even mod added ones. How would I do that under your solution, sir?
  15. Item doodad; registerRecipe(doodad, stick, string); //what is the value of doodad now? doodad = new ItemDoodad(); regosterItem(doodad, "doodad");
  16. And your BlockState enum?
  17. This really isn't a Forge question, but a Blender question. But it all has to do with the initial approximation. If you start with a bad approximation, then some of the faces will end up skewed or squashed.
  18. Yes you are, its in your post: int i =EntityRegistry.instance().findGlobalUniqueEntityId(); //GlobalID EntityRegistry.registerGlobalEntityID(RobotHelper.class,"robotHelper",i); //GlobalID Yes they do, use the registerModEntity overloaded function that takes two color parameters.
  19. If the chunk isn't rendered, at all, then the whole damn chunk isn't visible, so it doesn't friggin' matter does it?
  20. Stop using registerGlobalEntityID
  21. That's because Choonster isn't a dick like I am. Use your god damned IDE to examine the ItemStack class and figure out what method will do what you want.
  22. You can't, that's not how vanilla works. Vanilla assumes that any, and every block that can be broken can be broken by hand (given enough time). You would know this if you'd ever actually played the game. If you actually want to prevent the player from ever breaking a block that their tool can't harvest then you need to interrupt the action via the event system. Also, spelling. All of these are wrong: peckaxes breakeable mi im wanna sme
  23. Ok, good, you do know how to program. A lot of folks come through here going "I'mma make a mod! What's an object?" Anyway. Accomplishing what you want is certainly doable but it's going to be a bit round-about as you aren't going to want to actually mimic mouse clicks. You can just access inventories directly (with some restrictions: backpack inventories aren't directly readable).

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