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Zetal

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Everything posted by Zetal

  1. Fixed it. Had to set the hardness value of the fake block to 0.0f rather than -1.0f
  2. Fixed it. Had to set the hardness value of the fake block to 0.0f rather than -1.0f
  3. As you probably know, there are blocks in Minecraft such as fire, brush, and vines that can all be replaced simply by right-clicking with another block. I'm trying to create a block that replicates this, but I'm not quite sure where I'm going wrong. My block is invisible and is basically meant to just 'not exist' as far as the player is concerned. It's a method of temporarily saving one type of blocks location when destroyed and maintaining a timer using Tile Entities. So, this block is a BlockContainer (since it has a tileentity) but besides that shares all of what I thought was relevant with BlockFire. ie... isOpaqueCube isCollidable renderAsNormalBlock getCollisionBoundingBoxFromPool Basically, I right click with a block and lose a block, but nothing happens. I right click again, and the block is placed, and I regain the block that I tried to place the first time. Any ideas? Thanks! I suppose I should note that this was working fine pre-1.5, so I'm not sure what the issue is.
  4. As you probably know, there are blocks in Minecraft such as fire, brush, and vines that can all be replaced simply by right-clicking with another block. I'm trying to create a block that replicates this, but I'm not quite sure where I'm going wrong. My block is invisible and is basically meant to just 'not exist' as far as the player is concerned. It's a method of temporarily saving one type of blocks location when destroyed and maintaining a timer using Tile Entities. So, this block is a BlockContainer (since it has a tileentity) but besides that shares all of what I thought was relevant with BlockFire. ie... isOpaqueCube isCollidable renderAsNormalBlock getCollisionBoundingBoxFromPool Basically, I right click with a block and lose a block, but nothing happens. I right click again, and the block is placed, and I regain the block that I tried to place the first time. Any ideas? Thanks! I suppose I should note that this was working fine pre-1.5, so I'm not sure what the issue is.
  5. Thank you, luacs. For those having the same issue, a temporary (if lengthy and iffy) workaround is to hard-code the rightclick actions you want clientside, and then use a custom TCPConnection to verify that the files for the client are valid. It took a while, but we eventually got that working, so now the Server kicks clients if they don't have the correct files, and if they don't send the files in the first place they get kicked too. I hope this gets fixed regardless, however.
  6. This is still an issue. I have the same problem. The source of the problem (after hours of debugging) is that for whatever reason the server doesn't acknowledge that the player is trying to place a block on a block. Instead, it defaults to a 'event.Action.RIGHT_CLICK_AIR' event. In this case, even if you cancel the 'Right Click Air', the block is placed because that kind of event doesn't pertain to a block being placed. This is DEFINITELY A BUG, and should be treated as such. I'd really like some help, Forge. I've been working at my mod for about ten hours straight now, and am nearing completion...but this kind of thing puts a brick wall in the way. I cannot stress enough how much this either A) Needs to be FIXED or B) Needs to have Block events implemented (ie onBlockDestroy, onBlockPlace, onBlockActivated, etc) Thank you for your time!
  7. So I've been writing a mod almost non-stop for the past few days, and for some reason the server doesn't seem to be going through the events I have, but the client does. Isn't it supposed to be interlaced, now? What's the deal? (In my main class) @ServerStarting public void serverStart(FMLServerStartingEvent event) { server = event.getServer(); processor = DataHandler.getProcessor(); MinecraftForge.EVENT_BUS.register(new EventHookContainerClass()); ServerCommandManager scm = (ServerCommandManager)event.getServer().getCommandManager(); scm.registerCommand(new CommandCreateShape()); scm.registerCommand(new CommandCreatePolyzone()); } (In my event handler) @ForgeSubscribe public void onEntityMove(LivingUpdateEvent event) { if(event.entity instanceof EntityPlayer || event.entity instanceof EntityPlayerMP) { EntityPlayer player = (EntityPlayer) event.entity; if(((int)(player.posY - player.getEyeHeight()) == (int)player.posY)) { if(PolyZones.processor.getPlayer(((EntityPlayer)event.entity).username) == null) { if(Side.CLIENT.isClient()) { System.out.println("I'm a client!"); } if(Side.SERVER.isServer()) { System.out.println("I'm a server!"); } PolyZones.processor.addPlayer((EntityPlayer)event.entity); player.sendChatToPlayer("Added new CustomPlayer " + PolyZones.processor.getPlayer(player.username).getName()); } } } } Any help is appreciated. Thank you!
  8. If you're using the most up-to-date versions, I don't actually think you need to do any porting...? Unless my memory fails me.
  9. Hi Denoflions, Thanks for the help! I moved on to getting the GUI to work properly. For this storage item, I'd like to have the sidebar scrolling available, like in the creative inventory, but I can't even find where this is created. How is that done? Thanks, Zetal
  10. Hey guys, At the moment, I'm attempting to create a custom container. It SHOULD be showing the following: The players inventory, the quick bar, and the 'bank' inventory. I have everything working to a certain degree, but I'm having difficulties with the slotIndex values. The problem really stems from the fact that I just don't completely understand the purpose of them, or how they achieve that purpose. I tried to decipher it by looking at the other containers/slots, but I just don't understand it. Could someone help explain, please? Thank you!
  11. I tried updating to 32, which, as I understand, is the most recent. The bug persisted, so I changed the code. Are there any ill effects to doing so?
  12. It had to do with the methods in the Modloader.java file that used <T, E> T return formats. I changed them to <T, E> T for the sake of compiling it, and that fixed it. No further errors. This is solved. I apologize regarding the initial post format, I'm new here and, to be honest, it's a very overwhelming amount of information considering that I'm already dealing with complicated stuff like modding. Cya!
  13. Hey Forge Forums, I recently wrapped up another batch of my mods, and discovered that (despite having no errors in Eclipse, and not actually ever changing anything in the Modloader.java class), recompiling the mod resulted in a Modloader error. This Modloader.java issue seems to result directly from the install.cmd that Forge came with, but my earlier searching informed me that it was likely a result of my Java version. I updated, and my Java version is now 1.6.0_32, and I am still getting the error. Does anyone know some way to fix this?

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