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Maxx_Qc

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  1. Because minecraft_server is vanilla minecraft... you need to run the forge jar
  2. Thank you for the quick answer. I did look into the JavaDocs but it doesn't tell me what genre value needs to replace the <T> nor how to use the PermissionResolver. This is what I have so far. I would like only op players to have this permission by default, and everyone else does not have it. If you could help me again I would really appreciate it, I was trying to find examples or tutorial about this but couldn't find anything.. Thanks
  3. Hey guys, I'm trying to register sounds that will be played at a specific location. For example: /playsound minecraft:ambient.cave block YageLyts ~ ~ ~15 This will play the sound ambient.cave at my position Z+15 and it works, the further I move the less I hear the sound. Now in my mod I register all my sounds using the sound event, but whenever I use that command, the sound is played no matter where I am on the map. It's like the sound is played as background. I've been trying to fix this for at least two hours but I can't find anything... public class SoundRegistrator { public static final DeferredRegister<SoundEvent> REGISTRY = DeferredRegister.create(ForgeRegistries.SOUND_EVENTS, LoginMod.MOD_ID); public static final RegistryObject<SoundEvent> HOT_NOTIF = register("hot_notification"); public static final RegistryObject<SoundEvent> KEY_NOTIF = register("key_notifcation"); public static final RegistryObject<SoundEvent> MYST_LOOP = register("mystery_loop"); public static final RegistryObject<SoundEvent> NEWTREAS_NOTIF = register("newtreasure_notification"); public static final RegistryObject<SoundEvent> TREAS_FOUND = register("treasure_found"); public static final RegistryObject<SoundEvent> TREAS_FOUND_ANOTHER = register("treasure_foundby_anotherplayer"); private static RegistryObject<SoundEvent> register(String name) { return REGISTRY.register(name, () -> new SoundEvent(new ResourceLocation(LoginMod.MOD_ID, name))); } } public LoginMod() { FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup); FMLJavaModLoadingContext.get().getModEventBus().addListener(this::client); MinecraftForge.EVENT_BUS.register(this); PermissionAPI.registerNode("treasurehunt.setup", DefaultPermissionLevel.OP, "treasurehunt.setup"); SoundRegistrator.REGISTRY.register(FMLJavaModLoadingContext.get().getModEventBus()); } { "hot_notification": { "sounds": ["loginmod:hot_notification"] }, "key_notifcation": { "sounds": ["loginmod:key_notifcation"] }, "mystery_loop": { "sounds": [ { "name": "loginmod:mystery_loop", "stream": true } ] }, "newtreasure_notification": { "sounds": ["loginmod:newtreasure_notification"] }, "treasure_found": { "sounds": ["loginmod:treasure_found"] }, "treasure_foundby_anotherplayer": { "sounds": [ { "name": "loginmod:treasure_foundby_anotherplayer", "stream": true } ] } } Thank
  4. Thank you for this list! I personnaly also enjoy these: - Dynamic lights - Backtools - Epic Fight (cool combat animations) - Better foliage - Skin layers
  5. KubeJS can chieve this easily with a script. If you wanna go with that option just tell me and I can send you a script for it.
  6. WorldGuard alternative: https://github.com/Z0rdak/WorldProtector/releases It's still in development (for 1.16.5) so there might be some bugs but the author is pretty active and works great for me. For the settings, go into your world/serverconfig and you can change the settings to set 0 chunks claim
  7. Maxx_Qc joined the community
  8. You can use Geyser to be able to play with bedrock players. You can google it. It is pretty stable but some stuff might be broken / not working as intended. If you want people from outside your network to join, you would need an host. You could also host it yourself and use a VPN as a way for your outside friends to join without having to share your ip. If you choose to host it yourself, people can only join when your computer runs the server.

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