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Draco18s

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Everything posted by Draco18s

  1. The behavior you describe is exactly equivalent to the server not having your mod installed. In fact, you confirmed it when the server said that it loaded three mods: MCP, Forge, and FML. How do you fix it? Well, by putting your mod in the server's mod folder.
  2. Pretty sure registerAllBiomesAndGenerateEvents isn't called at all. When it hits a null biome it WILL crash: it checks biome.theBiomeDecorator before it checks to see if biome is null. Either way, I have a workaround.
  3. Because you're not rotating the model in the TileTotemRenderer class. double angle = Math.toRadians(entity.rotation); //entity here is my TileEntity. You can also reference block metadata. GL11.glPushMatrix(); GL11.glRotatef(-1*entity.rotation, 0, 1, 0); //negative because of an assumption made in my TE that was wrong and this was the easier fix (The angle value was being used for another part of the rendering, not related to the model)
  4. You'll probably have to write a custom item renderer to get the "damage bar" back, though. On the other hand, simply HAVING nbt data might disqualify the item from being repaired.....and now that I've said that.... On moment. Ah, there's also setNoRepair();
  5. Use NBT data instead of damage values. The anvil works in a very specific way where two items of the same ID will repair each other in this fashion. Just so you know, it isn't free. It does cost the player some experience. (And the majority of the bonus is actually from crafting two damaged items together: 10% Using an anvil and an experience level upgrades that to a whopping 12%)
  6. Forge can't be installed to the mods folder like other mods because Forge is what causes mods to be loaded from the mods folder. Forge is a jar mod.
  7. Yes, but it doesn't mean I wasn't remembering what I have correctly.
  8. Know what it's not undefined for? ItemStack.getItem().getIcon()
  9. See, that's why links help. Then us helpers don't have to ask stupid questions. Me, I never relied on anything posted on the web, mainly because Forge's wiki is slow and most of what I need I can find using Eclipse.
  10. My apologies. You're working with Gradle. I didn't get that from the Forge version number you used. Might want to try the Gradle subforum.
  11. Rather than getting the icon index, how about you getIcon() ?
  12. Don't have 964 on this computer, but I do have 859: (I don't bother clearing out the assets directory when I move projects around, which is why you see so many)
  13. That won't work. That's only for deferred decorated biomes (ie. almost none of them: not vanilla and not biomes o' plenty) and is called when a chunk is decorated not when the biome itself is registered.
  14. You will need to override the block's getStrVsBlock function.
  15. There is an IRC. #minecraftforge on esper.net And what links to Javadoc are you talking about? Javadoc is in-source-documentation: /** * This is a javadoc for a static object */ //this is a comment /*This is a *multiline comment*/ public static String TRIGGER_HIT = "hitEntity";
  16. Nope it hasn't changed. I've got a 964 install that works just fine, exactly the same as my 859 install.
  17. You need to look at the item stack damages. "Consume" just makes the stack size go down by 1.
  18. Uh Try ItemBoat, ItemLilypad, BlockFurnace. You can also highlight the function and hit ctrl-shift-g (search workspace for references) and have Eclipse find it for you.
  19. Inside your onItemRightClick. And it's a non-static function (use your IDE and codehinting). Keep in mind that the function returns an object of type MovingObjectPosition which will have coordinates for you to use.
  20. World#clip(...) It performs a raycast against blocks. A lot of things in vanilla use it to determine what you're looking at.
  21. Grab their API and start using it. It makes your mod dependent on whichever one you choose, so choose wisely. (There is nothing wrong with creating a mod for another mod, it will however influence the direction and theme of your own mod)
  22. You don't set CURRENT damage in the constructor. The Item class is a singleton, only one of them exists at a time.* Each stack of your Item class is where the current damage comes in. You'd need to look through the player's inventory for those. *Exceptions exist.
  23. Put another way: I've been modding for a while and I would still not attempt an energy system. Of course, what value does your own custom energy system that could not be achieved by either a) using IC2 b) using BC c) using Thermal Expansion or d) using Universal Electricity?
  24. Dug into Mystcraft awaiting a reply. Apparently XCW just waits until PostInit then loops through the entire BiomeList for non-null entries. Copied and utilized. Seems odd that Biomes don't fire off a registration event. There is this in the BiomeDictionary: public static void registerAllBiomesAndGenerateEvents() { for(int i = 0; i < BIOME_LIST_SIZE; i++) { BiomeGenBase biome = BiomeGenBase.biomeList[i]; if (biome.theBiomeDecorator instanceof DeferredBiomeDecorator) { DeferredBiomeDecorator decorator = (DeferredBiomeDecorator) biome.theBiomeDecorator; decorator.fireCreateEventAndReplace(); } if(biome != null) { checkRegistration(biome); } } } But it appears to be unused and would cause a crash if called (+1 cookie if you can figure out why).

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