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chimera27

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Everything posted by chimera27

  1. This might be a bit out of my league currently but I am trying to figure out how to add custom equipment slots to the players inventory. I haven't seen too much on this anywhere and was wondering how I would go about it. I do know that this requires modifying base classes, but that's more or less fine by me, I was just wondering if anyone knows a good way to do this
  2. Thx! Thought that was protected for some reason...
  3. The bow code uses SetItemInUse to check how long it has been used for, which in turn sets the player as eating, which slows them down I'll try the NBT compound though, thx
  4. Yes, but that also slows down the player quite a bit, which I don't want to happen Also what I mean by glitch out is on a right click it sets the damage of it to about 2/3 of max, and then it becomes invisible in my hand but not in my inventory, sometimes shoots, and also becomes visible again if I drop it and pick it back up. Also metroid, not halo :3
  5. I'm trying to make a weapon that shoots a different entity depending on how long it is used for, but all it does is glitch out, here's my code(sorry, was in a bit of a rush posting this): I have what I thought SHOULD work but all it does is glitch out, does anyone have any idea how I would go about this?
  6. A. Don't shout. It hurt my ears... B. I don't know about block, but for items, put @SideOnly(Side.CLIENT) public void registerIcons(IconRegister iconRegister) { this.itemIcon = iconRegister.registerIcon("YOUR LOWERCASE MODID HERE:YOUR LOWERCASE ITEM TEXTURE NAME HERE"); } Make sure EVERYTHING including your modid and texture names, are lower case, else nothing will work. That means you should have to change a good amount of stuff if your modid was uppercase... make sure your .png files and all your folders are lowercase as well. Also, in the path to your textures, replace mods (or mod, whatever folder was before the one with your modid) with assets, so it should now look like: assets/YOUR MODID IN LOWERCASE/textures/items/ALL YOUR ITEM TEXTURES IN LOWERCASE If this helped you, make sure to press the 'thank you' or 'applaud' button!
  7. Just finished trying it, didn't change anything at all... i'm pretty sure that my textures are in the right place, but some code is making minecraft not find them Edit: FML (not the mod loader). Apparently, I needed to make the path chimera27metroid:textures/armor/powersuit_1.png; instead of chimera27metroid/textures/armor/powersuit_1.png; even though both were correct. -_____________________________
  8. All removing those lines from my common proxy did was give me a huge amount of errors, apparently alot has changed from 1.5 to 1.6
  9. Still not finding it, it says it's looking in minecraft:textures/models/armor/ but can't find it....
  10. I am having trouble getting my armor textures to render, for whatever reason, minecraft is saying that the file is not found, when the file is in the folder it is saying it's missing from I have tried putting it in many different folders, made sure it is all lowercase, and made sure it's in assets/modID/textures/models/armor/. I have absolutely no idea why it's not finding the textures! If anyone knows what i'm doing wrong, please, any help would be greatly appreciated! Here's my main class: And my armor file: And my client and common proxies:
  11. You should really remove the [unsolved] you know...
  12. I'm interested in that too, the vanilla code is completely unreadable when it comes to potions...
  13. I was wondering how I would go about making a potion effect do various things to the player, like change their speed, change the damage of certain items, ect. The problem is, there is no documentation anywhere in the vanilla source that shows how vanilla potions actually carry out their effects, just things like func_118237_a. I was trying to make a potion that replaced an item in the players inventory with another and take it away when it wears off, and also make some stat changes. I already know how to do the first part, I just don't know how to make the potion do it, or how to make changes to the players stats. Also there are no tutorials I could find explaining this, just ones saying how to make the effect itself. Any help with this would be IMMENSELY appreciated!
  14. It just adds the speed boost buff, which does nothing while you are in water anyway. I am trying to make a buff that acts like speed but is not nullified by water, but I have no idea how to do that because the actual way that speed does this is not plainly visible anywhere.
  15. I have been trying to add some kind of potion effect to be applied when the player is in water, they get a speed boost, but apparently vanilla speed has no effect when the player is in water. I looked in the potion class to see how the vanilla speed did it butt the only thing I found was: .func_111184_a(SharedMonsterAttributes.field_111263_d, "91AEAA56-376B-4498-935B-2F7F68070635", 0.20000000298023224D, 2); Which I have no idea how it works or what it does. Does anyone know how to make a custom effect that simply increases the players speed?
  16. I have been looking around at various events but none seem to be able to check if the player is in or touching water. I am trying to make it so the player gets a speed boost when they are in water and wearing my armor. The only thing I have not figured out is how to check that Any help is appreciated!!
  17. It is, that's just one of the MANY paths I tried EDIT: IT'S ALIVE!!!!! Apparently my textures were in the wrong minecraft, they were in eclipse/minecraft/bin, but they needed to be in src/minecraft/, for some reason it lets me put item textures in eclipse though, which threw me off, curious... anyway, thanks SO much! I have been trying to figure this out for DAYS!!1
  18. Didn't seem to do anything
  19. I actually got a similar problem earlier, but managed to fix it, did you make sure to register the entity and the renderer?
  20. 9.10.0.789....
  21. I don't think I do... all the textures for the items work just not the entities
  22. I tried that too...
  23. Try renaming sound to sounds, normally the folders are plural with forge. Also, what version are you using? loadTexture doesn't work like that in the newest one...

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