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CJLetsGame

Forge Modder
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Everything posted by CJLetsGame

  1. You probably shouldn't have to import them manually, but I know I had to. Project>Properties>Build Path There SHOULD be a list of libraries. If not, you need to track them all down in mcp>jars>libraries and add them. Same with mcp>jars>versions>1.6.4 and then the 1.6.4 jar.
  2. I dont know if this is it or not, but you are never initializing your blocks. public static ShopStop shopStop; Should be public static ShopStop shopStop = new ShopStop(ID HERE);
  3. Did you import all the libraries and the 1.6.4 jar?
  4. How much physical RAM do you have? Is your system 32 or 64 bit? Did you make sure to install the right java? 64bit systems need to have 64bit java.
  5. The new TE site isnt fully updated yet either. Since TE2 had an api, Im sure its just a matter of time before they implement one for TE3.
  6. right click the project folder Minecraft in your workspace and click refresh. Report results when you hit run after it is done refreshing.
  7. You need a block renderer with a reference to the ItemRenderer. Then you can use the rendering from that to render the item.
  8. TE does have an api, as does its core mod. Just drag and drop the api files into your workspace.
  9. Not sure about your desert problem. Maybe the problem is in one of the other World Gen files. When you use .nextInt though Im pretty sure you want the upper limit to always be 16 so it only spawns into that chunk.
  10. The link to your code is useless to us... all the code there is already compiled into class files and unreadable unless we decompile them.
  11. Im pretty sure you dont need the gui event. Setting canInteractWith to false will prevent the original from opening. The custom workbench container is a copy-paste job. Just replace references to CraftingManager to a custom version of it. Im sure there is also a way to interface all the original recipes too. Maybe a reference of CraftingManager within the custom CraftingManager... Hope this makes sense. EDIT: Feeling nice. This CraftingManager should work. It is untested but definitely a step in the right direction. http://pastebin.com/2ZEdgR4v
  12. Draco beat me to it. Anyways, google for custom 3d armor rendering. There is a tutorial on the Minecraft Forums for it.
  13. First, armor needs to extend ItemArmor not Item. Second there are tutorials for Armor sets. If done correctly you wont need to use isValidArmor.
  14. How are we supposed to help when you give us blank code?
  15. Re-run the install script and pay attention to what it says. If the is any error or warning post it here.
  16. Tile Entity code? Does it re-activate when you right-click it?
  17. Are there any .java files in mcp/src?
  18. Ah. Any reason why you dont want to just use your own block to craft? EDIT: Forge has a event for when players open a container. So you might be able to intercept the opening of the workbench container and make it open your own container. @ForgeSubscribe(priority = EventPriority.NORMAL) public void PlayerOpenContainerEvent(EntityPlayer player, Container openContainer) { super(player); if (openContainer instanceof ContainerWorkbench) this.canInteractWith = false; else this.canInteractWith = openContainer.canInteractWith(player); //Open your container here }
  19. I have an idea that might work... Why not just save a file containing a list of Usernames and unlocked researches? Then use a custom crafting handler to check the player has unlocked the recipe. If they have, it gives the crafting result. If not, it returns null as if its an invalid recipe.
  20. Check the src folder to make sure the install script decompiled correctly. You said it was missing some things in the workspace. What IS there?
  21. More detail please. Are they saving and not loading. Does debugging the code show any bannedConnections when the code reaches writeNBT?
  22. Dont make duplicate topics... Run install.cmd. It will setup mcp and such.
  23. You should file a bug report if you havent already.

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