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Eternaldoom

Forge Modder
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Everything posted by Eternaldoom

  1. I posted that code instead of just using hex colors because he said he wanted to use RGB. You're right, just using hex is better
  2. And make sure you are importing java.awt.Color
  3. Heres an example for RGB. Try putting this in a block: int red = 0, green = 0, blue = 255; @Override @SideOnly(Side.CLIENT) public int getRenderColor(int par) { String hex = String.format("#%02x%02x%02x", red, green, blue); return Integer.parseInt(hex.replaceFirst("#", ""), 16); } @Override @SideOnly(Side.CLIENT) public int colorMultiplier(IBlockAccess p_149720_1_, int p_149720_2_, int p_149720_3_, int p_149720_4_) { String hex = String.format("#%02x%02x%02x", red, green, blue); return Integer.parseInt(hex.replaceFirst("#", ""), 16); }
  4. try overriding isAiEnabled to return true
  5. Is it your mod? If not, the mod author is probably using SideOnly without understanding what it does. If it is, you can't use classes with the SideOnly annotation on the server, since it removes the classes.
  6. You could just have a white texture and color it with RGB
  7. Maybe look at how grass color is changed per biome?
  8. Use WorldGenFlowers in an IWorldGenerator.
  9. I don't see where you call registerRenderers, or the SidedProxy annotation. By the way, there is a version of registerGlobalEntityId that accepts color parameters.
  10. Show where you register your proxy
  11. I'm not sure how to make them appear like that, but a 16x16 chunk model would probably create intense lag.
  12. getPlayer is returning null. Use evt.player in the playertickevent. And how are you registering the event?
  13. I haven't tried the new branch, but for changing clay drops you should use the HarvestDropsEvent
  14. Post your code and a screenshot of your file hierarchy
  15. Do what it says and remove gregtech_addon.
  16. There's another AI task you need to use (I'm not at my computer now so I don't know what it is) and make sure attackEntityAsMob returns false if the mob isn't angry, or it will hurt you to run into it.
  17. I had this problem once. Try making the texture a little bit more opaque and see if it works.
  18. It wasn't getting called, but it turns out it was an optifine problem, so sorry for wasting your time.
  19. Try making it a subclass of RenderLiving
  20. I have an ISBRH for a custom crop. In eclipse, it looks fine and renders the way it should, but outside eclipse, the block goes back and forth between rendering as a normal block and rendering the way it should. Heres how its supposed to look: And heres how it often looks: Heres the rendering class: public class RenderSoyPlant implements ISimpleBlockRenderingHandler{ public static int renderId; private Tessellator t = Tessellator.instance; public RenderSoyPlant(){ renderId = RenderingRegistry.getNextAvailableRenderId(); } @Override public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) {} @Override public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { IIcon icon = block.getIcon(0, world.getBlockMetadata(x, y, z)); double u = icon.getMinU(); double v = icon.getMinV(); double U = icon.getMaxU(); double V = icon.getMaxV(); t.addTranslation(x, y, z); int lightValue = block.getMixedBrightnessForBlock(world, (int)x, (int)y, (int)z); t.setBrightness(lightValue); t.setColorOpaque_F(1.0F, 1.0F, 1.0F); renderer.renderStandardBlockWithAmbientOcclusion(block, (int)x, (int)y, (int)z, lightValue, lightValue, lightValue); renderModel(u, v, U, V); t.addTranslation(-x, -y, -z); return true; } private void renderModel(double u, double v, double U, double V){ t.addVertexWithUV(0.5, 1, 1, u, v); t.addVertexWithUV(0.5, 1, 0, U, v); t.addVertexWithUV(0.5, 0, 0, U, V); t.addVertexWithUV(0.5, 0, 1, u, V); t.addVertexWithUV(0.5, 1, 0, U, v); t.addVertexWithUV(0.5, 1, 1, u, v); t.addVertexWithUV(0.5, 0, 1, u, V); t.addVertexWithUV(0.5, 0, 0, U, V); t.addVertexWithUV(1, 1, 0.5, u, v); t.addVertexWithUV(0, 1, 0.5, U, v); t.addVertexWithUV(0, 0, 0.5, U, V); t.addVertexWithUV(1, 0, 0.5, u, V); t.addVertexWithUV(0, 1, 0.5, U, v); t.addVertexWithUV(1, 1, 0.5, u, v); t.addVertexWithUV(1, 0, 0.5, u, V); t.addVertexWithUV(0, 0, 0.5, U, V); t.addVertexWithUV(0.825, 1, 0.825, u, v); t.addVertexWithUV(0.125, 1, 0.125, U, v); t.addVertexWithUV(0.125, 0, 0.125, U, V); t.addVertexWithUV(0.825, 0, 0.825, u, V); t.addVertexWithUV(0.125, 1, 0.125, U, v); t.addVertexWithUV(0.825, 1, 0.825, u, v); t.addVertexWithUV(0.825, 0, 0.825, u, V); t.addVertexWithUV(0.125, 0, 0.125, U, V); t.addVertexWithUV(0.825, 1, 0.125, u, v); t.addVertexWithUV(0.125, 1, 0.825, U, v); t.addVertexWithUV(0.125, 0, 0.825, U, V); t.addVertexWithUV(0.825, 0, 0.125, u, V); t.addVertexWithUV(0.125, 1, 0.825, U, v); t.addVertexWithUV(0.825, 1, 0.125, u, v); t.addVertexWithUV(0.825, 0, 0.125, u, V); t.addVertexWithUV(0.125, 0, 0.825, U, V); } @Override public boolean shouldRender3DInInventory(int modelId) { return false; } @Override public int getRenderId() { return renderId; } }
  21. Put the following in your render class: @Override protected void preRenderCallback(EntityLivingBase entity, float p_77041_2_) { GL11.glScalef(-1f, -1f, 1f); } But why are you using -1?
  22. Post the crash log. Is it your mod that is crashing?
  23. He is using 1.6. Thats why there are ids. But he should update to 1.7.
  24. And make sure it doesn't work if you're on a multiplayer server (don't make hacks).

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