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.

Mazetar

Forge Modder
  • Joined

  • Last visited

Everything posted by Mazetar

  1. Hello! This is actually how all forge mods are meant to be installed. And in most cases this is what you will do, so normally you will be all good When a forgemod is re-obfuscated, recompiled and all that. You create a zip folder and that's the one you throw into the mods folder.
  2. /** * Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block. */ @Override public boolean isOpaqueCube() { return !this.graphicsLevel; } This should always return false as the block can always be seen through
  3. For what you are trying to do it's the same logic regardless of it being a guiContainer or guiScreen
  4. Well what is "necessary" is usually a subjective definition I certainly never needed to have a common and client proxy, not in 1.6 and not in 1.3 but hey they made my code become so much cleaner and simpler so for me they where "necessary" In any case, they can be used and there's no reason to avoid using them nor do you have to use them and therefore they aren't deprecated. So I guess it's settled then as is the question of GUI tutorials ?
  5. Hehe well interface has more than one meaning Anyways enjoy those courses and uhm ClientProxy and CommonProxy can't be depracted, CommonProxy extends nothing and therefore it's impossible for it to be depracted as it's a self made class I can also assure you that they work in 1.6.X just like they did in 1.5 and 1.4
  6. Courses.vswe.se has courses which deals with intermediate and advance GUI's which deals with a lot of different inputs in the GUI which in turn is saved in the TE on the server side
  7. Yeah this was my thought as well of a simple way to do it. Make those "DLC's" be submods of your main mod, that way if they are downloaded into the /mods folder they will be included else they won't count. You should even be able to make some interface for downloading them and all that via some GUI or something, although loading them will req. a restart of minecraft
  8. The worlds only store Block ID's and metadata, unless there are TE's involved If you give us the crash logs and a more detailed description of what you are trying to do, then we should be better able to help you edit: Are you replacing the block entierly or are you manipulating it's class file by ASM?
  9. You basically want to add DLC's to your mod? How do you want them to work exactly? As big things downloaded seperatly? As stuff turned on and off via a GUI menu? etc.
  10. nothing has changed since 1.5 you will still use the files provided by mcp to do the reobfuscate and recompile and output the relevant files
  11. TLH: Set a breakpoint at the crash line and see what's null during runtime?
  12. Hi again! Well then you are diving into very advance A.I behavior, you should be able to find many many interesting articles on different A.I systems for simulating human behavior in games Good luck to you!
  13. @Flenix: Nice one! (Just couldn't resist, could you? ) @OP: When you decompile something it will be obfuscated and non documented. Generally programs are not meant to be decompiled, and they are actually protected against it somewhat by deobfuscation and other things in order to prevent theft of code. If you want to know how some code works you will have to contact the mod author and ask for the src or information. In the case of CC there is an API as Flenix stated above
  14. Well it's a gas, so it could logically spread diagonally. Also the point with avoiding the static way is to make it easier to expand and build upon later
  15. Couldn't one then create a new material which extends water and removes the swimming effect? Or which acts like "air" but adds suffocation effect?
  16. Well then the best thing to do is to figure out WHAT and WHY resets it?
  17. Here's a tip mate, the people trying to help you have trouble understanding what you mean by a "moving block which extends to" and such sentences. Do you want a block which behaves like gas? well then why the scale of 100milion buckets? wtf? I don't really understand what you overall are trying to achieve and much less what exactly the problems are
  18. Create an AABB and use the method for finding all entities within the AABB?
  19. world.getworldinfo().X, check what cool stuff X could be ^^
  20. You need to send packets in order for the client to get the TE from the server on entering the world, check out this thread, it may be of interest to you: http://www.minecraftforum.net/topic/1969772-solvedhow-to-load-data-from-tileentity-before-activating-its-block/
  21. check how he stores and retrives data here from NBT: www.minecraftforge.net/wiki/Item_nbt
  22. Yeah wouldn't it mean that the EntityLivingBase constructor would be called before my parent constructor anyways, which in turn will call func_110147_ax() before I have any chance at doing anything. So the parent class's func_110147_ax() has to set the default values. And then in the parent's constructor it could change those values to the one passed into it's own constructor? Or did I misunderstand you completely?
  23. Now I miss Hydroflame lolz

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.