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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Wherever you want to put it...
  2. Go back and look at Choonsters test mod and read this again.
  3. In the same method that adds the potion effect.
  4. What I said will work in 1.12.2.
  5. I've made some progress, I guess. I got the problem hopefully narrowed down to my armatures file and the model file, but I don't see the problem with them. I have tested this by taking the forgedebugmodelanimation test files and using them along with my own code. I just can't seem to get my armatures file to work with everything or my model files.
  6. Oh, I didn't know that it could be used like that. Very interesting. No, that is not how this forum works. Make your registerItems method a static method and then it should work. Also, you shouldn't initialize IForgeRegistryEntry instances in a static initializer.
  7. This is not how you use this annotation. This needs to be a static method due to this
  8. Check if the entity has the whole armor set equipped by comparing the items in the equipment slots. EntityLivingBase#getItemStackFromSlot(EntityEquipmentSlot)
  9. Forge will send emails to you about replies if you tell it to. Calling the command gradlew build will compile your mod for you.
  10. Oops, my bad, that is only used for flying mobs it turns out. Specifically used for flying. It turns out you might have to subscribe to PlayerEvent.StartTracking and "tag" the entity and "untag" the entity in PlayerEvent.StopTracking. And then in a tick event check if they have the potion effect and send the packet and mark that so you don't continuously send the packet. And then check if they don't have the effect and send another packet letting the client know. Honestly, you might even want to skip the Tracking section because it might work better.
  11. Are you specifically targeting the levitation potion effect? If so you could just retrieve it with Entity#hasNoGravity()
  12. Please post the actual code you have. And I believe your issue is that other entities never sync their PotionEffects to the client.
  13. I understand; it's sad that fry moved on to Mojang before properly documenting this system because I feel that it is secretly great. When I find the solution I will be sure to post here and hopefully provide some type of tutorial/guide/documentation of some sort that is more easily followed than the current stuff.
  14. ItemStack#itemDamage is truncated to a short value aka the max is 32767(thank you Draco18s). ItemStacks are considered empty if their itemDamage is greater than 65535 or less than -32767.
  15. Create a new class that extends FoodStats and have the constructor take an instance of FoodStats from EntityPlayer in the event Diesieben mentioned.
  16. If you looked at the code it was ModItems.MATERIALS with meta 4, aka Shadow Shards. But it requires 4 of them to function. I have looked at the forge test of it, but I will try to look it over again and hopefully find something. I understand why it would be a problem and have already said I would fix it upon getting back to my workstation.
  17. A standard that was used was schematic files, used in the Schematica mod. Which is open source on github.
  18. What does this have to do with anything? And I was just looking at this yesterday and going to make the change the next time I sat down and worked on this mod. Thank you.
  19. You can copy and paste code. And debug it if it doesnt work. But you should start from ground zero and write it all again.
  20. This is a fair, and good point. I will change. This is true as pointed out above by Aeronica, and was changed on the git hub code. When I originally wrote it I wasn't thinking about inter-mod compatibility with other TE Capabilities.
  21. Yes , I know this I even said that to you. I have taken care while looking at Vazkii's code, though I might have missed something. Here is the link to the github repo. if you notice anything else that is not related to this issue that may be problematic feel free to let me know.

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