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. Mazetar replied to sci4me's topic in Modder Support
    I guess texturing inn blender is a topic for those familiar with blender? https://www.google.no/search?q=texturing+in+blender Seems like you have to export the uv map from Blender and then edit it: http://www.packtpub.com/article/blender-creating-uv-texture Getting the .obj into the game, including binding texture from file: http://minalien.com/tutorial-advancedmodelloader/ I'm not that familiar with Blender, but I hope the above was of aid
  2. events and hooks, things that let you hook into something that happens. An event is one way to accomplish this. Core mod's setup them self's from the base up, instead of using the @mod stuff, they do things a bit more by hand. They can access and use the ASM library among other things, but I'm sure other's can give you better answers than me, I haven't done much with core mods yet due to my afk life
  3. I would assume that the block get's unloaded since the player is far away and the whole chunk get's unloaded?
  4. Create a model containing all or both, then create separate render methods to call depending on the situation? if (leftArm.activeWeapon == Weapon.cannon) renderLeftArmCannon(..args..); else renderSomethingElse(); Check into how people are rendering cables depending on whether they are connected or not, that should give you the general idea
  5. ASM from google: http://asm.ow2.org/ http://asm.ow2.org/doc/tutorial-asm-2.0.html For events, googling "events minecraft forge" gave the following useful link: http://www.minecraftforum.net/topic/1419836-forge-4x-events-howto/
  6. There's not a tutorial for everything, this is where tutorials stop and one have to start to act like a programmer and study source code, study what other people have done and read the documentation But regarding NBT, I believe that there are some tutorials involving nbt inn general around http://www.minecraftforge.net/wiki/How_to_use_NBT_Tag_Compound
  7. http://www.youtube.com/user/Pahimar - Follow this guy! Make sure to watch his videos inn order and skip episode 3. Since episode 4 is an updated and easier version That will give you a nice developer environment where updating forge and/or mcp is super simple Also it's neat and clean inn the way he sets everything up <3 He will cover configs file soon he said, or you can check out the forge wiki for both advance and simple config files
  8. minalien has a tutorial for just that but his site is down atm. check back at minalien.com later
  9. Also you should really ask the mod author as he's the one who made it that way A modloader mod can't work on Multiplayer, since it's programmed that way. However it can still be compatible to forge, depending on what the author has done: So ask the mod author ^^
  10. And from GUI handler: The XYZ passed inn will always be 0, so it will get the TileEntity at 0,0,0 which probably ain't an instanceof TileEntityBackpack. I think you may have to re think what you are trying to do, you're logic is flawed mate.
  11. The OP's paste with syntax highlighting set to Java: http://pastebin.com/5dPH0ACw ((To the OP: Remember to set it to Java, then it's much easier for people to read. I'll leave it here for others to use when they attempt to aid you))
  12. You will have to create one yourself. some reading material: http://www.minecraftforum.net/topic/1371558-solvedis-there-a-way-to-use-a-larger-image-on-an-item/ http://www.minecraftforge.net/forum/index.php?topic=2205.0
  13. Problem got solved by Draco18 here: http://www.minecraftforge.net/forum/index.php/topic,8227.0.html He had the same problem and figured that it was because one of the slots got an negative value for it's x or y position which caused this to happen. Problem solved! Thanks for trying to help people, this was a weird one for me
  14. Exactly the same problem as I have inn my fucked up GUI thread. I've got the feeling that this is a subtle but quite stupid bug we have somehow managed to implement
  15. If you google forge custom furnace you will find tutorials to create a 1 input furnace. Also if you understand the TileEntity furnace you should get far
  16. I did look into this and did some searching, most of the statements I found was like this: I refuse to believe that it's that hard, it's all about commitment I did find one thread which had some useful information, maybe it could help you on your way? http://www.minecraftforge.net/forum/index.php?topic=3331.0 The last post at least seems to lead to a good read It's quite recent so go take a look Edit: The github seems to have been moved, I guess this is the current location but it wasn't too easy to navigate the folder names: https://github.com/tuyapin/MinecraftMods
  17. Tried updating forge to latest version without any change, didn't expect it to help either. I feel that I must be totally blind on my own code because I have read the code up and down and I can't find what's different from the tutorial code nor what could logically cause this problem
  18. I'd start of by giving you this: http://see.stanford.edu/see/lecturelist.aspx?coll=824a47e1-135f-4508-a5aa-866adcae1111 A nice way to get into java, trust me you will love yourself for learning more java before you mod. You're life will just be so much much easier
  19. First off, I think you could look into the Minecart. They can get nudged inn a direction along the rail if a player presses movement keys. About packets I assume you have read this: http://www.minecraftforge.net/wiki/Packet_Handling If that was unclear then take a read below for a walk trough the story of Servers, Clients and packets Server and Client The concept of packets can be hard to grasp at the first try, especially if you read some tech description of what they do but they are rather simple. In Minecraft you have a Server and a Client. Even if you are playing offline or well single player you are still playing on a server. The difference is that this server is closed to anyone but you and it's running on the same machine as you. The Server is responsible for maintaining the correct state of the game and to update Clients on changes to the game state which are relevant to them. The Client is responsible for rendering and drawing stuff and to notify the Server of whatever the player is doing, so the Server can take the player's action into consideration. Some stuff should only be done on the Client side, for example everything that has with GUI's and rendering should be client only. The server can't draw anything on the screen, it doesn't even understand the concept of a screen and will crash if told to draw or handle rendering. And some stuff should only be done on the Server side, like the spawning of entities. If you spawn a entity on the client side, the client will see the entity but the entity can't interact with anything and will never be "real" since the server doesn't know of it's existence it's just a ghost entity. Except for a few things like those mentioned above, server and client will read the same code, if you set a block on the client side and the server side it's okay because they both agree on the block being placed and if you only do it on the server it will inform the client of the change anyways. So wait a second, how does the client tell the server about thing's the player is doing? how does the server inform the client of a newly spawned entity? The answer is packets! Packets? Yes and you can think of them as just that, a packet like a gift you send inn the mail for Christmas. You can put whatever data you want into a packet you have created, and once you are done stuffing things into it you send it. On the client side you can use this: player.sendQueue.addToSendQueue(packet); This would be like putting the packet inn the drop off box for packets at the postal office. Speaking of the postal office, you need to know the region you are sending the packet to. Or well the "Channel Name" this tells the postal service which region office should handle the packet and normally the channel name will be the one you defined inn the @NetworkMod annotation inn your mod file. You also need to have some unique identifier for the type of packet you are sending, this is typically an int and it's usually the first data into and out of the packet. The Packet Handler is like the region office, it will receive and handle all the packets which belong to your mod. in the "onPacketData" you check to see that the channel name is the one you are using and then you handle the packet. The first thing you should do is check which type of packet you have by getting the first int we put into the packet and based upon that the postal office know's how to handle you're packet. If you know the basics of Java and keep inn mind the post office metaphor above while reading the tutorial for packets again, I'm sure you will find that packets aren't that hard to grasp If you have trouble with your code after trying this please post the Packet Handler, along with the place you send packets from and any relevant class files to us. PS: Use www.pastebin.com with Syntax Highlightning set to Java when posting code longer than 5 lines!
  20. Didn't think the GUI needed a ref to the TE when it got the container to satisfy the super constructor? Ref: http://www.minecraftforge.net/wiki/Containers_and_GUIs As far as I see above the te is just to create the container.
  21. Well Build craft's code is Open Source so you could look at how their pipes are rendered? that should give you clues as to how to do the same for a cable as it's essentially the same thing. https://github.com/BuildCraft/BuildCraft Also you might want to consider looking into Universal Electricity
  22. GUI handler - getServerGuiElement: if (ID == GuiIds.FURNACE_CHEST_ID) return new CotainerFurnaceChest(world.getBlockTileEntity(x, y, z), player); and getClientGuiElement: if (ID == GuiIds.FURNACE_CHEST_ID) return new GuiFurnaceChest(getServerGuiElement(ID, player, world, x, y, z),player, world, x, y, z); Only included the relevant lines from my GUI handler.
  23. I have restarted inn both run and debugg mode araound 58 times, also if its a mc bug why is it not affecting any other inventory? The creative inv, regular chests etc. They all work. So I'm still certain that the error is on my side
  24. When I try to move items around inn my chest inventory via the GUI, there is this weird bug of items getting thrown out one by one for every click instead of being picked up and dragged by the cursor. What could be causing this to happen? TE: http://pastebin.com/kpzN2Cqm GUI: http://pastebin.com/4tDMZ2HW Container: http://pastebin.com/LR07ir6y Edit: Solved! Was caused by having negative x/y value when creating a slot inn the container. ref: http://www.minecraftforge.net/forum/index.php/topic,8227.0.html

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.