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calclavia

Forge Modder
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Everything posted by calclavia

  1. How would I generate liquid in Forge? Any hook for that? Let's say I want to generate a oil pool...
  2. onUpdate() { ticks ++; if(ticks > 80) { //DO HUGE EXPlOSION AND END WORLD } } Something like that...
  3. Why don't you send a reference to the image for example a URL instead? Takes less memory.
  4. I use this code in ICBM to send a chat message to a player. "player" is of course EntityPlayer. player.addChatMessage("Defuser out of electricity!");
  5. Maybe check if IC2 is generating ores and if it is don't generate those ores? That's what Forestry does...
  6. Try doing this: Block.blockList[iC2COPPERBLOCKID] = null; You just nullified their block Something like that should work. Not sure though. I don't get why you would want to disable their blocks.
  7. try using the isModLoader function from ModLoader checking is a mod is loaded...
  8. calclavia posted a topic in Suggestions
    I think the dispenser handling should be done in a IDispenserHandler that is registered through a function MinecraftForge.registerDispenserHandler instead of handling in the BaseMod class. I think this is a more structured way to do things since all other handlers are registered (e.g ISoundHandler)...
  9. I think Forge should include the player API. Generally I think a player would feel annoyed when they have to install Forge, then player API.
  10. Thanks.
  11. There seems to be this glitch though I am not sure if it's Forge's problem or mine. That is when I have a block higher than 256 value the block will appear in a weird way in the creative menu. I have this block that is like a reed and has an item version and a block version for it. I don't want the block version to appear in the inventory but it does. I specified explicitly for it not to be added to the creative menu but it still does and I can't stop it. Is there anyway I can fix this or is this a Forge 4096 bug? This applies to all the "hidden" blocks (un-placable directly) I have which are not supposed to be shown in creative menu.
  12. I agree. Most stuff that is for modder support is written in the general discussion section.
  13. Yup I found it! Thanks.
  14. Hmm. I will look into that and get back to you.
  15. I have a GUI with some complex things inside and I would like to make it so when a player hovers over something it will show a tool tip bar (like the how the item has a tool tip bar when you hover it). Is there a way to do this?
  16. I agree. Even with 4069 IDs, it's still possible to get a ID conflict. Forge should handle ID syncs in servers. Simply send a data pack with IDs for mods that use them and then change the clients IDs to fit the server. Once again it's easy to say it but might not be easy to actually do this...
  17. I think you can by using Java Reflections
  18. calclavia replied to Rheel's topic in General Discussion
    Can you specifically tell me what problems you have? Like show some code and things. Saying you can't do a general thing doesn't let me know what specific problem you have. Metadata is a broad subject.
  19. Make the fish visible in the water while it's swimming and not like the Minecraft fish which can be fished out from one block of water...
  20. calclavia replied to Rheel's topic in General Discussion
    Do some research and learn metadata.
  21. This is the first time I saw lex writing in a big paragraph for a forum reply...
  22. calclavia replied to calclavia's topic in Suggestions
    Thank you. Now that was actually helpful I didn't know what reflection was until you mentioned it.
  23. I pat myself in the back
  24. calclavia replied to calclavia's topic in Suggestions
    I am pretty much on potions. But thanks for your help anyway. I will look into it. It was very helpful.
  25. calclavia replied to calclavia's topic in Suggestions
    That might defeat the purpose then because other mods who wants to use potions would be overwritten by my potion replacement...

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