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delpi

Forge Modder
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Everything posted by delpi

  1. In game should not be an issue. Was more trying to think of how to make it readable in the txt file.
  2. Thanks. How would you suggest doing that with a config file for permissions? I can't see a way to do that outside of using the UUID, but that will be challenging to read and maintain.
  3. Didn't click on your link to see if you were planning on multiple mods, but I highly recommend the multiple mod seperate project setup. I recently made that change and it makes updating, building, and testing so much easier.
  4. diesieben07, is that what you are going to use going forward or keep using some versions of names? Do you know when they allow name changes, will it keep the same master account name and only change displayname or something? I've got a permisssion system mod setup that most of my other mods use and it makes it easy to give players access to commands and features, but it uses player names. UUID in that config file would be a bit unweildy.
  5. Did you get any further on this? For now, I'm using displayname, but that concerns me for later on.
  6. Are you just trying to get it to save the nbt data? world.markBlockForUpdate(x,y,z);
  7. When you change the skycolor, don't forge to change fogcolor too, or wierd shifts happen. On the cloudrender, I posted an example you can look at a week ago or so. I only had one issue, I couldn't figure out how to keep the clouds for brightening as if a light was shining on them. It was wierd.
  8. You need to use the chat event. Question on the colors below peoples names on this forum. What do the colored boxes below the rank mean? I notice you have 3 green and are relatively new to the forum, not sure how that gets picked. Here is an example. The format code stuff is wrong. It is before I converted to 1.7.2. I don't have the right material on this comp. Also, you would have to cahnge this to match your intent. However, it is the framework.
  9. You defined them, but you didn't initialize them. protected modelrHusser model; protected modelrHusser2 model2; In regards to defining it: If you pass model2 to something right now, what did you pass? Null. You never initialized it or gave it a value. Down below on the part I pointed out was not right. You can set teh value in model2 all you want. Were does livingrender or your code use model2 and model? Nowhere. Looking at this you also setup an infinite loop. You call renderrHusser from renderHusser. The only thing keeping it from crashing everything is that renderHusser will never get called. I suggest using what jabelar offered and start over. What you have here isn't going to work.
  10. Wait a minute, that is even wrong. Something like this. But really, you shouldn't construct a new one each time. You need to define them up above as different variables and plug them into model as you go.
  11. Shouldn't it be: Also, you really need to check renderliving to make sure that carries through. Lastly, print to the debug the state. You said you are sure the state changes because behavior changes. That is serever(common) side. This is client. Did you put a datawatcher to move the state variable down to the client?
  12. I'm guessing a bit, so you will have to look into this, but I think you have an issue on sides there. Invisible is on server isn't it? The Render will be on client. Do you have your setup such that you have comment events for both sides or seperate ones for client/common? Also assuming you are changing the invisible due to the effect that the stander shadow render won't work if the entity is invisible. I think you will have to write your own shadowrender in order to succeed with this effort.
  13. You are using the same texture for both model's? Possible, but seems odd. Explain how you changed the model. Did you just say model = model2 or such? Did you change it in your constructur for RenderLiving, ect? You need to look at the classes you are extending and make sure just changing model really changes everything. How different is your new model? Your other option is to have everythign in one model and choose which peices to render.
  14. Look at the vanilla portal code. Might want to go back to 1.6.4 for simple portal shapes to start with. Easier to follow. Basically you need to determine which plane your portal is in : X or Z. Then you find a way to iterate around and look at the blocks. I'm going to make a suggestion to you though. Instead of doing it the way you are describing, why don't you have a different portal block for each of your portal frames. In the end it should be easier to follow and manage. If you don't want to have to re-code each one, make a main one and extend it for each type of portal. If you do it right, it is very clean and very little repeats. I've done it and it has served me well.
  15. Fixed it. Need to set the fog color. That introduced a new problem, now the clouds lit up. So I removed the clouds and now it is the just the starts twinkling large in the sky.
  16. For now (also the sun). There are some other reasons I want a custom render later. Are you thinking that is the reason for the sky color oddity? Not sure I follow how those are connected.
  17. Here is the relevant code. Provider Class Skyrender Class
  18. I'll paste it tonight. Not sure it will help though, its something that isn't there, not something that is wrong.
  19. I've got a custom sky render working but I've got an odd problem. The color of the sky gets lighter if I'm near a light source. This doesn't seem to happen in a normal dimension. Anybody had this experience? I want it to be a black sky with starts, but when i get near a torch it becomes closer to blue.
  20. I tried out the method SanAndreasP talked about. I like it better.
  21. Good Deal. I'm not sure that having your item declaration in a sub class is a great idea. Not unmanagable, but I think its a better idea to declare your custom items in your main mod class. That way you can refer to in everywhere by instance.wand assuming you seutp instance right. However, you could do it your way if you set it up and do instance.MyItems().wand. Different ways to do things, but you will figure out what works best for you.
  22. Your Items.string isn't red or indicating and error in Eclipse? You are sure this is pointing to minecrats "Items", and not yours? Also not sure what you are doing with "ItemInfo.WAND_ID". What are you specifying and ID for? Someone that has done more work with shaped recipe's will have to check if you have any errors there. I've usually used nonshapped.
  23. There is the issue. I don't think you will be able to set a custom bounding box based upon entity. You might with tile entities be able to search for entities in the area and change bounding box behavior (but that would effect all mobs) or give certain mobs knockback if they approach the block. The second idea is probably the one you can acheive. It would be a pulsar of sorts. Any of those ways is going to screw with the mob pathing. It will keep trying to path through the block instead of going around. That might be ok for you. If its not, then you will have to change the pathing for all the mobs.
  24. Yeh, I have a default catch to set gamma back to a default in those cases as a fallback. Lightlevel of zero is not dark enough for what I wanted. If you just want light level of zero, don't mess with gamma. If you want it to be pitchblack, then the only way I've found is Gamma. The lightbrightness table is worth a shot. Tried it once before and didn't give right effect.

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