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Mazetar

Forge Modder
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Everything posted by Mazetar

  1. Okay well I tested with new worlds, same result but I will go trough all the entities and check that they have a public constructor which takes World as the only argument. Thanks for your help so far
  2. Actually a better question, WHY have I spent my spare time on replying to your questions, when all of them could be found be you bothering to do a simple google search or just go to the tutorials linked by this forum on the main page? I gave you the BEST tutorial for basic blocks and much much more, namely VSWE's courses, and yet still you are unhappy? WTF is your problem..
  3. And I just gave you that and MUCH MUCH more... why are you so unhappy?
  4. A such a simple thing as a BlockBreak event is among the most requested features! Even so it's not yet been implemented, why? Because to the standards of the forge authors there hasn't been made any suggestions on how to do this which would be efficient and good. Making such system is easy, but making it work as neatly as it needs to, may be harder
  5. Do you have a tutorial somewhere because i looked for tutorials and my game would usually crash even though i don't have any errors. Uhm... are you even reading what I'm writing? Let me try again:
  6. Well then I would guess you start with that regular block before you jump head first into such a nasty wall as .obj and special rendering ' I mean, shouldn't you learn the easy stuff before you dive into the advance stuff? You'd do good to check out vswe's courses on minecraft modding mate, start with the cup of java and move on from there. Then you should be able to do so much more than this
  7. You fix textures for .obj the same way as for textures for techne models. Which is the same way as for anything else. 1.6 changed textures to use ResourceLocation, theres about hundreds of threads and posts on the 1.6 texture changes. And on the wiki there are even tutorials about textures. Like HydroFlame's excellent tutorial on the subject. As well as the MinecraftForum.net having SEVERAL tutorials and posts on the subject. And that's just mentioning the resources found at forge and mc forums, there's probably even more at other places... so you might want to google around
  8. Hmm this is odd, because all entity registration calls upon one method for registration. public static int NEXT_MOD_ENTITY_ID = 100; public static void registerModEntity(Class<? extends Entity> clazz, String name, int modID, int trackingRange, int updateFrequency, boolean sendsVelocityUpdates) { EntityRegistry.registerModEntity(clazz, name, NEXT_MOD_ENTITY_ID++, DivineRPG.instance, trackingRange, updateFrequency, sendsVelocityUpdates); } So the modID should never be passed in as 0 hmm
  9. Heres the full crash log: http://paste.minecraftforge.net/view/23533fef Yeah when you mention it I started looking and I found this line: 2013-08-26 21:02:42 [WARNING] [Minecraft-Client] Skipping Entity with id 0
  10. Well if you believe that would be somehow easy to create and make it run efficient etc. then by all means, create the system and do a pull request
  11. Re-read this part again, or nvm I'll explain it to you.. If you are capable to fix the texture error of the imported model by yourself (which you should be! Resource Packs and 1.6 has been here a while!) then the two mentioned tutorial author's guides to .obj rendering and importing should work.
  12. I'd look into Build Craft, that should give you some clues. I haven't looked into it myself yet but I figure each module is a mod with dependency on the core module
  13. When I roam the world I after a while get a crash which seems to be due to a mob spawning and a packet being sent but I'm unable to figure out why and whats wrong. As far as I can tell the packet is of a ID number which is not associated with any entity in the hashmap. On the web I read about a bug in which this happens and that was related to the ID being converted to a byte, this was seemingly only a problem if one registered using EntityRegistry.registerGlobalEntityID. As we are using EntityRegistry.registerModEntity I thought that this would not be a problem, but it seems to be so anyways, or maybe this is a different problem? Here's the log, although it doesn't say much:
  14. Version is irrelevant, unless you are completely unable to solve a simple texture error by yourself BOTH minalien's and hydroflame's tutorials on the subject will work. If version is relevant to you and you are not willing to do any work to figure out how to make it work then sorry, there's none and probably never will be one which does not need some tweaking and fixing to get it to work.
  15. Items have a method called addInformation which you can use.
  16. That sounds like a much simpler idea, I will look into how MapGen files work as well. I'm a total beginner at worldgen and I must admit that all the files look quite nasty and scary to me with obfuscated names and a lot of numbers being calculated. I'll start looking into MapGenRavine and see if I can figure out how it works
  17. Okay so I decided to play around with this, and I figured I'd better start by learning wtf these things really look like. So I started by commenting out everything except this line inside of initializeAllBiomeGenerators: GenLayerIsland genlayerisland = new GenLayerIsland(1L); And made the return be an array of 3 like it used to, but only passing the genlayerisland for all 3. I guess I should add the zoom as well, but I assume that is stretching it. I will be adding more and more to see how it changes. I see there are many layers and much stuff going on here, I guess I should see if I can remove the water and the other stuff as well so I can see how it looks like before all that is added as well Heres how it looks like with only genlayerisland: http://snag.gy/eV3Ew.jpg After adding the fuzzyZoom it looked like this (same seed): http://snag.gy/H1MFy.jpg This is interesting although I feel I'm starting to high up. I assume I need to go remove some other methods to prevent the water level from raising and stuff. This is quite interesting to play around with indeed
  18. Mazetar replied to mrkirby153's topic in Modder Support
    Well there are way better ways, but you could loop trhough all the blocks, placing them one by one. Then break out of the loop after a set number of blocks (in this case 1) and then keep a track of where you where in the loop between ticks?
  19. Mazetar replied to mrkirby153's topic in Modder Support
    The tick count must be inside the TickHandler not inside the TE. The TE could just initialize the process, then the tick handler does the rest?
  20. Theres so much stuff like this inside the minecraft code, things that doesn't make sense at all. I have no better guess than diesieben07 as to why that code is there
  21. Mazetar replied to mrkirby153's topic in Modder Support
    I'm having problems writing a code example which shows you how to do it, without being the full solution to the problem aka. without being copy-> paste material. tbh. the above statments shouldn't be too hard to be put into pseudocode. If you are planning this and struggling to understand what diesieben and the others said above, maybe you should try laying it out in pseudocode and let us know what you have problems with understanding?
  22. Prevent his y motion from increasing by setting it to 0 every tick?
  23. When you render the block, call world.getBlock(x, y-1, z) if it's the same blockID as the block, then render it with a different texture by binding the other texture.
  24. When someone tells you take a look at how something else work, they don't mean copy paste it. They mean look into HOW it works and try to UNDERSTAND it. Then you should be able to modify it slightly to get the behavior you want

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