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Mazetar

Forge Modder
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Everything posted by Mazetar

  1. Mazetar replied to mrkirby153's topic in Modder Support
    Inside the tickHandler, when it ticks check if there are anything needing to get placed. Place one of the blocks and remove it from the list of things getting placed. done.
  2. I would assume you would need to render the block in your own way and do some checks to see if it's on top of another block and if so change the texture Check out rendering tutorials on the wiki
  3. Mazetar replied to mrkirby153's topic in Modder Support
    It's time to go back to school mate Either: courses.vswe.se or http://see.stanford.edu/see/lecturelist.aspx?coll=824a47e1-135f-4508-a5aa-866adcae1111 Free courses which you need!
  4. I saw you wrote that, and my reply is still the same! you should contact the guys who creates MCPC+! They would know about their own code and what to do! It's NOT as far as I know (and judging by other's replies as far as they know) made by the forge modding team. When searching I can't say I find a clear page to whom ever made MCPC So I have no idea what exactly it is although I have heard about it before. My point is that while MCPC-plus is made for forge server it's not made BY forge nor supported on these boards. There's seemingly few if any here who are familiar with the inner workings of MCPC+ if you understand what I mean? We would like to help you but the system you are asking us to help you with is maybe made to be used WITH forge but it's not something we are familiar with. Do you understand that difference?
  5. I believe you can, but you should make sure you know what you are doing before attempting to use ASM Also if you feel there's a very good and valid reason for the change to forge, please do write a post about it explaining the change and why it's useful, there may be that this change could be added later if it's useful to more than just your specific case
  6. Forge does NOT have a plugins folder.. Which was kinda the point above the java basic one and the point of several people above that again. There are no forge plugins, we have no idea what you are talking about!
  7. Coremod: http://www.minecraftforum.net/topic/1854988-tutorial-162-changing-vanilla-without-editing-base-classes-coremods-and-events-very-advanced/
  8. If it's a public method which is loaded and available in the code, then make an import statment at the top of the file importing the package of the file where the method exitsts, then in the code use the class name and then . and then the method name and fill inn the parameters. Aka. basic java on how to call a specific function inside any kind of API, 3rd party or other code
  9. The plugin is a bukkit plugin in the folder it's expected to be in? I guess this is some functionallity of MCPC then? As I can't say there are any forge methods for importing bukkit plugins that I know of So I would guess it would be easier and more likely that you get an answer from the MCPC guys since we here are rather clueless to how that system works
  10. That would only make it be a specific biome per definition (things that only spawn in that biome can spawn there etc.) but the terrain is already generated so it won't look like the other biome. If I change Ocean biome to desert, it will still be deep sea water every where and little to no sand and no cacti But the F3 screen will correctly display current biome as "desert"
  11. Then I would need a way to set the ID of the biome BEFORE anything for the biome is generated
  12. Mazetar replied to mrkirby153's topic in Modder Support
    How proficient are you with OOP?
  13. If player.isSneaking then setBlock(x, y, z, tiledBlockID) Else current implementation
  14. Don't be impatient mate, europeans are still at work while americans are waking up now A few hours and there will be more activity and your thread will be responded too if anyone has a proper answer
  15. Is it possible to limit the size of a custom biome? Where are the places to look to learn this? I want for example to create an small osais biome of about 50 blocks across, Is this possible?
  16. I wish there where tutorials for that.. Also, you could learn a bit about client/server sync and GUIs from vswe's courses about gui's
  17. Good! But here's some advise, or rather THE advise because this is the BEST advise anyone could give you:
  18. I'm going to do a wild guess and say that you have an error with { } 's As you're not saying what error it lists, I can't be more specific than guessing at the error. As you aren't showing code I can only guess as to the reason for the previously guessed error.
  19. Yeah! This is vital to getting anyone to spend time on the API. This is a part of documenting the API, without documentation we who use your API can only GUESS on how it works. This means we will either spend hours in frustration, whine about it or most likely avoid using the API
  20. Well for techne, you export a class file. Then you manipulate the class file's variables for rotation and position of the different parts during the rendering to get animation.
  21. Well you could techne or write the code manually, I guess techne is easier than that. But if you want a mob, you would want animations which are easily added to models written manually (or by techne), but seemingly not that easy with wavefront files? I assume that by using a wavefront file you could create the model and the whole animation in Maya(Or blender or similar 3d editors) and then just import the animation from that? That would be quite a lot better than techne for sure
  22. Mazetar replied to ashtonr12's topic in Modder Support
    Lol what a variable name and comment <3 Mew
  23. What are the effect if you have a texture that is all white instead? does it get a greenish tint too? // curiosity thing more than anything else

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