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Forge Modder
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About Bedrock_Miner

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    Dragon Slayer


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    Somewhere in beautyful Germany...
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    100% Minecraft modding!

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  1. Well, I did some further investigation and found out what caused the problem, although I neither know why this is a problem, nor how to solve it. (Did I mention that I hate the Minecraft model system because it makes everything pretty user-unfriendly to debug?) I created an even simpler .obj file consisting out of a single face and generated the same face by code (the latter works, the former doesn't) and compared the raw data I got. This is the data stored in the UnpackedBakedQuad classes: The difference is, that the UV coordinates are repeated for the obj model. I changed
  2. Yes, this would work, however I have one problem with this: The pipes I try to create would have way too many different blockstates! There is one boolean state for each direction (2^6 states), the pipe can have different colors (*16 more states), the pipe can have different materials (even more) and maybe I want to allow different pipe types to connect to each other, which needs to be rendered differently. Every single possible combination of those states would require a single blockstate which a) slows down minecraft loading, because every single blockstate is evaluated and cached
  3. Hello everyone! I wanted to create a pipe block, which can connect to adjacent pipes on every side. The connection element should be rendered with an .obj file, that is rotated to the correct direction for each connected side. The problem is, that I cannot get the obj models to work. I've created a simple model file that does the same with vanilla model files (and actually works), but this is not customizable enough for me, I'd like to use .obj instead. This is the model code I used with the vanilla model files: And this is the base class ModelBase I created for working
  4. Hello everyone! I want to create a GUI where some of the Slots have a background texture, similar to the armor background icon for the player inventory. However, I ran into a problem there: The code for the rendering of the slot (GuiContainer) showed me that I need to have a TextureAtlasSprite for the slot. However, I have no Idea how I can set this value as the variable is private and has no setter. Furthermore, I don't even know how to create an instance of this class. It looks like I can display an item texture by its name there, but I don't want the texture
  5. OK, I now deleted the .gradle folder from my user account, reinstalled forge, installed gradle 2.12 as the compile sequence requested at least 2.3, compiled and got no error. I wonder why it crashed before.
  6. Changed to stable_22, tried again, got an exception. Reinstalled Forge using stable_22 as well, tried again, got an exception. Obviously, some important files were not added during Forge installation?! Building Mod File... To honour the JVM settings for this build a new JVM will be forked. Please consider using the daemon: http://gradle.org/docs/1.11/userguide/gradle_daemon.html. **************************** Powered By MCP: http://modcoderpack.com/ Searge, ProfMobius, Fesh0r, R4wk, ZeuX, IngisKahn, bspkrs MCP Data version : stable_22 **************************** :compileApiJava UP-TO-
  7. For some reason though, compiling a mod with the stable_20 mapping does not work. I tried using the following version: minecraft { version = "1.8.9-" runDir = "run" mappings = "stable_20" } I simply copied this from the forge mdk I downloaded. When I tried compiling my Mod, I got this error: Building Mod File... To honour the JVM settings for this build a new JVM will be forked. Please consider using the daemon: http://gradle.org/docs/1.11/userguide/gradle_daemon.html. FAILURE: Build failed with an exception. * Where: Build file 'C:\Users\~~~~~\Desktop
  8. I know that. I want two oredict names at once, that's the problem.
  9. Hello everyone, I recently wondered if it would be possible to register an ore recipe directly with a list of items as mapping for a recipe letter. Internally, they are put into a list anyway, so it would be convenient to do that in registration like this: addRecipe(new ItemStack(MagicumItems.copper_chestplate), "# #","###","###", '#', Arrays.asList(MagicumItems.copper_ingot, MagicumItems.hardened_copper)); I know, that example is not perfect, because I could simply use oredict, but what I really want to do is the following: I have created an item that is registered as
  10. This looks actually pretty fancy... I think I'm going to work a bit with this and maybe add world-specific configs to my Library Mod.
  11. Could work, but then we'd still have the problem of too many gamerules being a bit confusing.
  12. Hello everyone! I recently came up with the question whether it's more useful to create a config file or to create a gamerule, because both have some great advantages: Config Files can contain lots of data and hide it from the normal user, but are the same for every world. Gamerules, however can be set differently per world, but are not suitable for tons of information. What would you say is more useful?
  13. Magicum (Work in progress) Magicum is a mod about collecting elemental resources from worldly materials and turning them into magical essences, spells and magically enhanced items. When you start playing Magicum, you will ascend from a wizard apprentice to a master of spells and magical machines. Use the energy of Mana to direct your will and the elemental essences into powerful magic. Collect the magical resource Magicum to increase your magical power even further. Craft Mana-infused armor that grants you special effects to make you nearly invulnerable. The magical e
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