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Mazetar

Forge Modder
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Everything posted by Mazetar

  1. Well I don't see the problem with that, it should work without a problem?
  2. Well you asked for being able to get any block by it's name, that's what we solved If you want all blocks just grab every !=null in blocklist into your own list/system and refer to them however you want after that. But what are you trying to accomplish? If you don't want to refer to them by any ID like blockID or name then I'm just wondering what you need it for? You could use reflection I guess, but what's the purpose of it all?
  3. This may be of interest to you for drawing textures without the ^2 constrain: http://www.minecraftforge.net/forum/index.php/topic,11229.msg57594.html#msg57594
  4. Ok, thanks for letting us know
  5. Oh really onUpdate is called when it's inside the inventory (not just on the hotbar), I didn't know that Thanks
  6. ServerTickHandler foreach player if player's inventory contains item do damage.
  7. That's true, but I expected that some of the larger mods (EE, BC etc.) would have used such systems? It's bothered me a lot the way I do my own blocks but as I've not seen anyone else attempt it I figured it for some reason couldn't be helped and left it at that. And here I keep telling people not to lose sight of the fact that they are programming when they are modding and that they should use their java knowlegde to the best of their ability and not get locked into the ways of minecraft modding
  8. Lol why haven't I seen more implementations like this around?
  9. Public int getBlockByName (String name) Foreach block in blockList If block.unlocolaizedName.equals(name) Return block.blockID;
  10. Important to remember that despite the fact that you are modding a game, you are still using Java. every java technique you know can be used!
  11. First of all for organization, do you use the multi-project setup? if not check this out: Now that being said you can put the blocks where ever you like. I use a class called ModBlocks which holds all the blocks and has a method called init which intialize them. So in the @Mod file (or well in the CommonProxy is where I do it, but whatever, details!) I just do ModBlocks.init(); When I want to reference a block I've made like BlockBoom's ID I just do ModBlocks.BlockBoom.blockID
  12. I'm not at my PC atm so I can't check but is it the same shit with bats? Because if it isn't then that could give a clue on how to do it. Edit: The way we did sharks in the mod I'm working on now was simply by inheriting from net.minecraft.entity.passive.EntityWaterMob; and then writing our own attack logic into the update method.
  13. Try as Draco said to write down what happens on paper and it will be quite easy to see what happened and why It's important that you understand it, as for loops and such logic is fundamental to programming
  14. I was thinking you could perhaps look into the squid and see how it moves around, I guess it just moves at random but at least any water filled block is a valid pathing target
  15. That depends on how you are going to do it. So you need to choose how you will do it, which means you will need to investigate and understand each option suggested. Also you will need to understand how the vanilla system works. The above blogspot link is a great place to start learning about how minecraft works internally Start by learning how the system works, then about the suggested methods then plan how you want to do it and finally you can start coding.
  16. Vswe goes through it on 1.6.X and besides hes trying to learn you the general gist of it, not just copy-paste this. That way you should be able to do it yourself even on other versions
  17. I believed it was stated that the way ID's would be in the 1.7 update would be "modid:block_name"? I thought that was the biggest deal with the update? Anyways whenever it comes it will be good for us Also Searge tweeted this earlier today: So soon™ we can dig into the changes and see for ourself I believe the 4096 block ID's are what makes up the first part of the ItemID array with their ItemBlocks?
  18. 1. I haven't been into this for a while but I believe there's an entity interact event? You say the Entity.interact() intercepts the other call, what do you find if you climb the call order to see what happens before it intercepts it? 2. Container are GUI's with inventories (Chest, Furnace, Brewing Stand) and Screen are regular GUIs (Books, Game Menu, Sign). 3. I believe there's a field inside the Slot class which decides the max stack limit of an Item in that slot, you will probably have to create a custom slot if I recall correctly PS: You may enjoy watching Vswe's videos "Climbing the interface ladder" Which features many GUI functions such as tabs, model render(inside gui), buttons and server<->Client synchronization.
  19. We may be able to help you with those, but then we will need you to paste your code files into paste.minecraftforge.net and give us the link(s) As well as giving us the error it shows in eclipse
  20. IF you go to the main page, http://courses.vswe.se/ You should see the text "Current courses" Below that is a list of courses, starting with "Coding and a cup of Java" Clicking that course name brings you to http://courses.vswe.se/?course=1 Which lists all the lectures of the course in order. Lectures 1. Introduction and Variables 2. If statements 3. Loops 4. Arrays 5. Switch statements and methods 6. More about methods Below that is the forum for that course in case you have questions or comments to that course. Start with "1. Introduction and Variables" by clicking it's link. As the lecture is over this sends you to the discussion section for that lecture and gives you the link to the lecture videos. http://courses.vswe.se/?course=1&lecture=1&full=1 That's the general structure of the website. I fully agree that it's very tedious to navigate and I hope Vswe makes it simpler to use in the future. But now as you know how to navigate it you should be able to use it to full benefit
  21. This is a very interesting project! Awesome stuff mate I'm sure you can just use this thread to ask about the gl stuff as well, its related and besides I'm sure this thread will be an interesting read for others diving into this kind of thing
  22. 1. You could just do "itemStart++" instead of +x 2. You can reuse the id variable, you dont need a seperate default and real value
  23. Its adding an item with the same itemID as you added earlier. Check which item ids you assign to your items
  24. I would head over to http://courses.vswe.se/ and create an account. Then I would have signed up for the courses and done each in order. Starting with "Coding and a cup of Java" Following each lecture until I felt ready to pass the assignment, then I would attempt to complete the assignment and upon completion proceed to the next course. I would have done so for all these AWESOME free courses, they are probably the best place to start modding
  25. Mazetar replied to 3059673's topic in Modder Support
    There's no real oGL tutorial for minecraft, to mess around with openGL you will need to have a solid understanding of a programming language (like java in this case). And then start looking into the fundamentals of how oGL works. Understanding of vectors, matrices and other math concepts is recommended as well I found this page to be a great read when looking into ogl: http://www.glprogramming.com/red/ There's a lot of information on oGL from online courses to articles and discussion boards. The ones hosted on university webpages are well tested and usually of good standard

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