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Draco18s

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Everything posted by Draco18s

  1. Show your item class. Prediction:
  2. You can't. http://www.minecraftforge.net/forum/index.php/topic,27370.0.html http://www.minecraftforge.net/forum/index.php?topic=27608.0.html http://www.minecraftforge.net/forum/index.php?topic=14587.0.html
  3. ItemStack will never equal Item. Also, as soon as the player's hand is empty and that code runs, the game will crash with a Null Pointer Exception.
  4. Also, here's how I rendered a container item. https://github.com/Draco18s/Artifacts/blob/master/main/java/com/draco18s/artifacts/client/ModelPedestal.java#L60-80 It only does one item (intended to be rotated flat against a top surface) but it should give you an idea of the necessary parts.
  5. http://www.minecraftforge.net/wiki/Basic_Tile_Entity
  6. You will need a tile entity for your block that has an inventory. Then you'd render each inventory element in the appropriate place based off its index.
  7. itemStack.damageItem(amount, player) ?
  8. To fix that problem, insure that the upload process completes.
  9. Why aren't you using the provided item stack and instead creating a new one? @Override public String getItemStackDisplayName(ItemStack parItemStack) { return (MagicBeansUtilities.stringToRainbow(StatCollector.translateToLocal(getUnlocalizedNameInefficiently(new ItemStack(this)) + ".name")).trim()); }
  10. Note: updating some things is a right pain in the arse. Like the javadoc for an already renamed function.
  11. You never told the game what texture to use.
  12. Question: What the hell is p_77653_1_, why does it have an obfuscated name, and why the hell are you using it to store a string, and why the hell is it always null?
  13. Ok, show your main mod file, as some aspect of your @mod annotation is fucked up
  14. Question: Why are you accessing that class with reflection and not wrapping it in a try...catch?
  15. Its not mine, of course, but for some reason their @Mod annotation is missing the version number. The file name contains it, but not the @mod or the mcmod.info file, so Fore assumes the version is 1.0 and given that some changes were made that my mod depends on, I can't directly say "I need Mod X version Y" in my dependencies, because Forge can't tell 1.0 ("1.2.15") apart from 1.0 ("1.2.18"). Because of this, I'm using Reflection to see if the classes I need exist, but I'm not sure how to prevent the game from successfully loading (because as soon as WorldGen happens, it'll crash).
  16. Is there a way to show the "You don't have mod X of version Y" screen when loading mods, such that state detection not related to things Forge can see (cough, a mod not reporting a version number) and display a message to the user about the missing requirement? I'd much prefer to do that than throw an IllegalStateException and crash the game.
  17. That method only works in Single Player. As soon as a server is involved (including "Open to LAN") it will crash.
  18. onNeighborBlockChange is a Block function, not a TileEntity function.
  19. java.io.FileNotFoundException: powerapples:models/item/DiamondApple.json
  20. Speaking of: Eclipse doesn't like opening the mcmod.info files in its internal editor. I can, but not easily, and I can't set it as default (it complains that it doesn't recognize the file type).
  21. Also, most of the flamable stuff is handled by code in the BlockFire class. Blocks.fire.setFireInfo(myBlock, spread_rate, consume_rate); spread rate is the chance that a fire block not burning the target block will spread over and start burning it. The consume rate is an integer that represent 0.33% chance per tick that the fire will consume the block. Most full-block blocks are 60 or less (flowers, etc. are 100). Spread rates are also typically 60 or lower (a number > 300 is effectively "as soon as the check is made, the fire spreads over, but I never did figure out how the probability was determined, it's complex).

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