Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Pandassaurus

Members
  • Joined

  • Last visited

Everything posted by Pandassaurus

  1. Hi, Yeah that seemed to work. Thanks! so... anyone know how to solve the bucket issue? .. . . -Pandassaurus
  2. Hi, So i moved all the item and block initializations to the preInit method and the registrations and the recipes to the post-init method. Everything works fine, except for the textures aren't loading. this is the code (and every class has a this.setTextureName that worked before): Also, any more ideas for the bucket situation would be greatly appreciated! thanks everyone , -Pandassaurus
  3. I clearly stated that that was what i knew, and i was simply explaining the logic behind my actions. I never said he was wrong, and never said that i was right. If i knew the answer to the question, i wouldn't have continued the discussion. Well the game runs, so *i think* that if it were to be out of order, it would crash right away which it didn't (i fixed it, and it ran the same). Although, i added this code, which seems promising: but it crashes when i right click, giving me this error: but i don't know... I'm sorry, i'm new to modding and don't completely understand how everything works. Thanks for clarifying. Thanks again to those who helped me, and any more help on the bucket would be appreciated, -Pandassaurus
  4. preInit just executes the code before everything else , so if everything is being done in the preinit, then theres nothing for it to be done before. (this is what i know, i could be wrong) anyway, creating simple items that have nothing to do with anything else doesn't matter where you put it. I dont think that in this case it does either. Anyway, does anyone have an idea on how to make the bucket? thanks, -Pandassaurus
  5. Yes, it does. That's what im asking: what to put in that onItemRightClick method. I tried copying what the normal bucket had, with no luck. Maybe they should, but so far i havent and it's been working, but that's not what im asking. Unless, does that affect the buckets? I don't think so. thanks, -Pandassaurus
  6. Hi, So, i was creating a bucket for my fluid, and it went great. There was only one problem: to pick up the liquid, you could only use a normal bucket. I messed around with it a lot, but couldn't get it. I copied the class from the ItemBucket, but couldn't get it to do what i wanted. So, what i'm asking is how to make an personal (item or ItemBucket?) to when right clicked on a liquid, turn into another item(executing the event i have) and getting rid of the liquid block? this is what i have so far: main class: full container class: (my to be empty container class has nothing) Event class: Sorry for so many posts, but i am new at modding, so i do have a lot of questions. thanks for helping me out everyone! -Pandassaurus
  7. Yes that finally worked thank you!! For anyone who wants to know how to do it: and my block class: Also, i figured out what i wanted to do for the potions, so that's covered. Thanks a lot TGG for the help, -Pandassaurus
  8. No, i don't think that was it. The error, though, points me to the super of the block class: super(fluid, material) and to the creation of the block: public static Block HydrofluoricAcid_ = new HydrofluoricAcid(FluidHydrofluoricAcid_, MaterialHydrofluoricAcid_); I don't know why this is happening, but thanks for the help. -Pandassaurus
  9. Thanks for the reply, I dont have a preint method, all i have is shown there. I've heard about it but have never used one, and for the most part, things worked. If i need one, can you tell me how to do it? as for the brewing stand question: the brewing stand can hold water bottles in the bottom slots and an ingredient at the top. So, i'm asking if there's a way to personalize the inputs and outputs so, for example, i can put a gold ingot in the top slot with water bottles at the bottom, and receive something like rotten flesh when the brewing is complete? thanks for the feedback, -Pandassaurus
  10. Hi guys, First, i have a new liquid i want to make, and i was following a tutorial, but it was 1.6.4. It seems as though it should work, but i keep getting this exception: This is my main class: And this is my HydrofluoricAcid class: Also, is there a way to make custom brewing stand combos so that, for example, i can use gold to make a rotten flesh in the brewing stand or something? Thanks a lot, and any help is appreciated, -Pandassaurus
  11. Yes thanks that worked out great. For anyone who wanted to know what it looked like at the end: thanks to everyone who helped! -Pandassaurus
  12. Ok, so i defined it as so: but onPlayerStoppedUsing just looks for the use button to be released, and doesn't take into account the maxUseDuration. Is there another function that does so, or am i missing something? thanks a lot, -Pandassaurus
  13. Thanks, that seemed to help a bit. Now, i right click and it does the animation, but after those 32 ticks of the maxitemduration, it stops and does nothing, and i don't know why. here's the code: thanks a lot, and i will check out the sound tutorial now as well. -Pandassaurus
  14. hi, So i'm making meth in my mod, but i don't want to make it a potion or a food, but still have an animation when you consume it for it to give you potion effects. The reason for this is because i want the potion animation, but the potion class extension makes it a water bottle or something weird. Right now, the only method i found was to consume it the moment the player right clicks, but i want some animation between the right click and the consumation (if that's a word). this is what i have: Also, can you link me to a tutorial on how to add sounds? thanks, Pandassaurus
  15. Kinda. Yeah... sorry for replying late, but how would you do it? I was looking online and found this code: I thought you could declare all the block properties in the block classes themselves and declare them in the main class. I did it before and it worked. Is it because that code is for a different version? Thanks, Pandassaurus
  16. Is that needed? I didn't use that at first nor for previous mods, and it worked. I usually register and create the items in the main class. For this mod, the moment i changed the GoodMeth into an ItemPotion, it went cray cray, but i don't know if that's the reason. thanks, -Pandassaurus
  17. Hi again, I wanted to create an item that you could use as a potion so that it gave you an effect when you used it, but you didn't drink it. I wrote some code, including adding a creative tab and adding an item, and it worked. I then changed the item from extending an Item that did nothing to extending an ItemPotion, added some functions, and things stopped working completely. Here's the code, and hopefully you can help: if you could help that would be great. thanks, -Pandassaurus
  18. *Update* I think it has something to do with either the render class or the proxies because I moved the mob classes over to my mod that worked and it worked perfectly. I really can't find a difference, and it'd be great if someone could help. thanks, -Pandassaurus
  19. no, that didn't work for me. thanks though, -Pandassaurus
  20. I do have the texture, but even if i didn't, but instead of there being a white or purple and black box, it's just invisible. This is the class path of the picture: http://24.media.tumblr.com/c2a434334eaa6e97a2efb17a2385c984/tumblr_n1bgybNCrF1sejvuqo1_250.png I am missing that, but is that necessary? In my other mod that I am trying i didn't need it. If so, where would i put it? Also, what do you mean by setting a location for my entity? I'm sorry, im new to modding, so thanks for the help! -Pandassaurus
  21. *Update* Apparently the mob is spawning now, but is still invisible. I think it has something to do with the rendering stuff. thanks, -Pandassaurus
  22. Oh sorry, I forgot to add the model class:
  23. *Update* It turns out my Entity class was declared abstract, and i fixed that. It seemed to help a bit, but when i use the spawn egg, nothing happens; no errors or no mob spawning. I don't know why, but if you do, please let me know. thanks, -Pandassaurus
  24. Hi, So I found code online to create a new mob, and in the video as well as my other mod it worked, but for some reason, it's not in this one. main class: Entity Class: Render Class: Client Proxy: Common Proxy Error: Dont mind the name of the mob anyway, thanks, and any help is appreciated. -Pandassaurus

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.