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Jacknoshima

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Everything posted by Jacknoshima

  1. Yes, but you've registered the bolt twice you've put EntityRegistry.registerGlobalEntityID(EntityBolt.class, "Extractor Drone", EntityRegistry.findGlobalUniqueEntityId()); for both the entity registries you need to change the EntityBolt.class in the second entity registry to EntityExtractorDrone.class so it looks like this EntityRegistry.registerGlobalEntityID(EntityBolt.class, "SteelBolt", EntityRegistry.findGlobalUniqueEntityId()); RenderingRegistry.registerEntityRenderingHandler(EntityBolt.class, new RenderBolt()); EntityRegistry.registerGlobalEntityID(EntityExtractorDrone.class, "Extractor Drone", EntityRegistry.findGlobalUniqueEntityId()); RenderingRegistry.registerEntityRenderingHandler(EntityExtractorDrone.class, new RenderExtractorDrone(new ModelExtractorDrone(), 0.3F));
  2. http://www.minecraftforum.net/topic/1797143-152-forge-dimension-tutorial-multi-biome-dimension-tutorial-ore-generation-basic-house-gen-in-dimension-tree-generation/ Use this It goes through creating a dimension, portal blocks, and the portal frame it goes onto explaining custom tree gen has ore generation then later on it has how to make your dimension a multi-biome dimension there's also a structure gen but I don't think it works... it's for forge as well, and up to date 1.5.2
  3. You've registered EntityBolt twice EntityRegistry.registerGlobalEntityID(EntityBolt.class, "SteelBolt", EntityRegistry.findGlobalUniqueEntityId()); RenderingRegistry.registerEntityRenderingHandler(EntityBolt.class, new RenderBolt()); EntityRegistry.registerGlobalEntityID(EntityBolt.class, "Extractor Drone", EntityRegistry.findGlobalUniqueEntityId()); RenderingRegistry.registerEntityRenderingHandler(EntityExtractorDrone.class, new RenderExtractorDrone(new ModelExtractorDrone(), 0.3F)); on the second EntityRegistry.registerGlobalEntityID you've but EntityBolt.class again
  4. Okay, I've tried this every way that I know possible I've tried every variation getCurrentArmor, getCurrentItemOrArmor, setCurrentArmor and setCurrentItemOrArmor that I can think of and nothing is working I've got my mob to hold a sword I tried getting it to wear armour in the same way But it doesn't work I want my mob to have a full set of armour on spawn How can I do that? What code do I need? Even an indication in the right direction would be helpful
  5. Took me a while, but I got it haha Thanks
  6. post your biome file as well
  7. Not entirely sure what you mean... I'm not very good at coding, I'm just sorta limping through tutorials but to get the entity name I did it where I registered the entity... so the bottom one gets the name so when it kills the player it says "slain by Spirit" and the spawn egg is "Spawn Spirit"
  8. This guy has a 3 part tutorial on making a custom furnace, the above link is part 1 He's one of the best I've seen as well I've not personally gone through the furnace tutorial but I've used the majority of his other ones and they all worked They're 1.5.2 as well
  9. Yeah I've already got the spawn egg Thank you for the info anyway
  10. I've made my custom spawn egg and I've made my creative tab However, I'm unsure as to how you go about getting the spawn egg into the custom creative tab...
  11. Okay, the weapon drops from the mob I've given it to But the mob doesn't appear to be holding it, nor is the effect the weapon is supposed to have working (which I can get around) So, it basically only has it as a random drop
  12. From what I can gather... that piece of code there only makes it so that if you're not wearing a respirator then you get drown damage Sending your full armor file would be more helpful
  13. Just tried that, still doesn't work
  14. So, I've made a custom mob and I'm wanting it to hold a custom weapon but it's not working either it's not holding the weapon as it should or the weapon isn't rendering This is my entity file and my entity render file Any ideas at all why it isn't working?
  15. You need to recompile it and then run re-obfuscate (it's called something like that anyway) this tutorial explains how to do it all properly
  16. How would you create an enchantment that defends against harm potions/effects? I know I've gotta extend the enchantments or protection enchantments and protect against the magic damagesource But I just can't work out how the code would work Any help? PS. I do NOT want to know how to make enchantments with NBTEdit or anything else like that
  17. Not a problem I hope you get it working
  18. Okay, I've got how you do it You're going to need to make a few extra files though (if you haven't already got them) First you need to make a custom EnumToolMaterial file, like so (I've added annotations in the files to show you what to change btw) You can use this to keep all your tool materials in as well, which is pretty cool, keeps the main mod file neater After this, make a copy of ItemSword and ItemTool, like so custom ItemTool: and custom ItemSword: Then, you need to go into your Emerald Sword/Pick/Axe/Shovel/Hoe and change "extends ItemTool" to "extends ItemDeadTool" and "extends ItemSword" to "extends ItemDeadSword" Obviously, change "ItemDeadSword" and "ItemDeadTool" to whatever you named your custom ItemSword and custom ItemTool HOWEVER If you've set your tools (pick/axe/shovel/hoe but NOT sword) up like this: You need to change it to this: I add that in because where I originally got this tutorial from, it used "extends ItemAxe" rather than "ItemTool" and didn't have the "blocksEffectiveAgainst" bit It NEEDS to extend ItemDeadTool for it to work Obviously, you need to change it around a bit for each different tool, but that's up to you Then, wherever you registered your EnumToolMaterial before this, you need to find and either delete or turn into an annotation For me, it looked like this: I just added the "//" to turn it to an annotation, in case I ever decide to go back to how it was originally Finally, you need to change the registry of the tools It looks something like this: You need to add in your custom EnumToolMaterial to where you define which tool material this tool/sword is So it looks like this And that should be it I've tested it with the sword and with the Tut Axe I just added in for it and it definitely works There may be an easier way to do this, but I've not found one and I'm not the best java coder in the world, so this might seem a little messy But it works I'm not exactly sure how it works for armour, but I imagine it'll be something pretty similar Anyway, I hope this has helped, and wasn't too confusing or anything haha I've tried to make it as simple as I can (Actually worked this out like 2 hours ago but it wouldn't let me on the forum haha)
  19. Ah, fantastic I didn't realise that haha thank you
  20. I've thought about doing that, but to counter it I'd need to have armour that's got a high shield rating, which would make it have an extreme advantage over other smaller mobs, they'd basically do no damage I probably will have to do it that way until I can find a more permantant solution, but I would rather avoid just using ramped up damage and protection I could do it by defining a new type of damage (like you've got fire and fire resist, blast and blast resist) but I wouldn't know how to do that either...
  21. Is there a way to make an Instant Death Potion and then possibly a way to have an armour enchantment that protects against it? I don't want to just make my mob have a ridiculous attack power I want it to have a regular attack power but cause instant death unless you've got that armour enchantment I figure I'd either have to make it as a new potion or a new status effect, I'm just not sure on how exactly to go about doing that... I've looked through all the files on potions but I can't find out how they actually determine what they do and how they do it
  22. I don't know about doing it in an anvil, I've looked but I can't quite work out how anvils work Regardless, you could do this in two ways One is by using multiple tools. It automatically adds in the repair feature where if you put two tools into a crafting grid it adds the remaining durabilities together up to the a full one So if you've got two emerald pickaxes at half durability and you put them in the crafting grid, you'll get a single full one out of it Or you could work around the anvil and just create a crafting recipe for it as in GameRegistry.addShapelessRecipe(new ItemStack(Yourmod.pickaxeEmerald), new Object[]{ new ItemStack(Item.emerald), new ItemStack (Yourmod.pickaxeEmerald) }); you could always do it that way it'll mean that it doesn't take levels from you (not sure if that's good or bad for you) but you could use it as a temporary measure until you can work out anvils
  23. So, I'm making a dimension and before I release I want at least 1 custom structure I know large structures use components and those components are tied together with the pieces and pieceweight files and use a starter file, so I've gathered that much But is there anything else I need? And is there any decent tutorials on how exactly bounding boxes work? I want to start off with something small, just to get used to it, like a custom generated house. So, something that doesn't use various components. What files would I need for that? Also, how would I go about implementing it into the dimension/biome?

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