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PeterRDevries

Forge Modder
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  1. Hi thanks for your reply, Yes I knew rotation happens around the origin, but I've managed to shift it in a weird hacky way before using calculation to edit the translation... which was more work then it should be. How should I go on to rotate the model then? Should I use something like the setRotationAngles function? or how should I tackle this?
  2. I've been trying and fiddling around with these Fing numbers But I can't seem to figure it out, this is my Tilentity renderer code that rotates a disc but it's well not rotating correctly: Thanks in advance, I've really been trying hard to figure this out myself I know it has to do with some calculate stuff but I just can't figure it out, I've googled on everything and tried everything, i'm desperate.
  3. PeterRDevries replied to Z@Nka's topic in Modder Support
    if you add a new items some other item ids can change thus giving this error [FML]: Found a missing id from the world when joining an old world
  4. Just paste the code that checks the boolean in your te update method.
  5. You just copied the mc source?
  6. Look at my link everything is explained there....
  7. Could I see all your code.
  8. public class YourEventHandler { private static int flyTime = 0; @ForgeSubscribe public void onLivingFallEvent(LivingFallEvent event) { // if (flyTime > 0) { event.distance = 0; } // does NOT work correctly if (flyTime > 0) { event.setCanceled(true); } // will not take fall damage while flying } /* * Use whichever Event works best for you; I used ArrowLooseEvent because * my scroll item charges up like a bow and activates upon release. * A list of Forge Events can be found here: http://www.minecraftforge.net/wiki/Event_Reference */ @ForgeSubscribe public void onArrowLooseEvent(ArrowLooseEvent event) { // Check that the entity is a player if (event.entity != null && event.entity instanceof EntityPlayer) { // Check that the item (named 'bow' in the event) being used is of the right class if (event.bow != null && event.bow.getItem() instanceof ItemScroll) { // Check if the item is the one that allows you to fly if (((ItemScroll)event.bow.getItem()).getEffectType() == ItemScroll.FLY) { // Set how long you are allowed to fly, or use a toggle instead flyTime = ((ItemScroll)event.bow.getItem()).getDuration(); } } } } } @ForgeSubscribe public void onLivingUpdateEvent(LivingUpdateEvent event) { if (event.entity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) event.entity; ItemStack itemInUse = player.getItemInUse(); if (itemInUse != null) { updateItems(player, itemInUse); } // Need to allowFlying every update or it's difficult to get off the ground if (flyTime > 0) { --flyTime; player.capabilities.allowFlying = true; } if (flyTime == 0 && !player.capabilities.isCreativeMode) { player.capabilities.allowFlying = false; player.capabilities.isFlying = false; // drops player out of sky when timer runs out <ouch!> } } } } Seriously the first thing i found when i googled flying armor minecraft forge. EDIT: src http://www.minecraftforum.net/topic/1828278-forge-flying-with-custom-armor/
  9. You need to set player.capabilities.allowFlying = false; when you unequip the armor
  10. hmm not really try checking the item renderer src.
  11. I tried that but it was buggy i should try and make my code better
  12. GameRegistry.registerTileEntity(TileEntityMasher.class, "Masher"); GameRegistry.registerTileEntity(TileEntityMasher.class, "containerMachineGlaces"); wasnt the tileentity register like this: GameRegistry.registerTileEntity(TileEntityMasher.class, "modid.Masher"); GameRegistry.registerTileEntity(TileEntityMasher.class, "modid.containerMachineGlaces");
  13. java.lang.NoSuchFieldError: field_71946_M
  14. hello I'm trying to create a block that only lets water through but no luck i tried copying the air code but nope that didn't do it. any suggestions?

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