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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. This is true, but only to have compatibility with other mods that add a capability to them. I know, it does return true because getCapability won't return null. I have already stepped through this with my IDEs debugger and it is being treated as an AnimatedTESR.
  2. Based on this log your stuff seems to be getting the minecraft modid instead of essence.
  3. Post your log and push all of your code to github.
  4. What is happening exactly? Are the blocks not being textured, is it only in the world or is it happening in the inventory as well? Are their models loading? Are they in the game can you /give them to yourself?
  5. Please don't post on a thread that's 4 years old.
  6. Yes. All assets need to be lowercase, except for the special scenario with the lang file.
  7. Here is how you can remove the recipe from the game. ForgeRegistry<IRecipe> recipes = (ForgeRegistry<IRecipe>) ForgeRegistries.RECIPES; recipes.remove(new ResourceLocation("minecraft", "furnace")); Though you will need to re-add the recipes after a disconnect. Though if you send the packet in the correct event it will sync your recipes correctly. On the other hand you could create your own IRecipe implementation that references your config variables and return accordingly in matches and getCraftingResult.
  8. FMLNetworkEvent.ClientDisconnectionFromServerEvent
  9. I have a block that I want to animate. I am using the animation system and used the Botania pump block as a basis to learn the system. I have the AnimatedTESR "working"; as in it renders, but isn't applying any of the offset information. Armatures File. ASM File. BlockState File. TESR Model. TESR Registration Code (called during preInit). Block Code. TE Code.
  10. You need to create and register a renderer for your Entities class. Look at EntityArrow#onUpdate it is where the motionX/Y/Z variables are modified.
  11. look at ItemBow, it uses onPlayerStoppedUsing to spawn and fire the arrow, this is the code that happens after releasing right click, but it doesn't care if you have held it down for the full amount of time. onItemUseFinish waits until the whole time has completed. And it has some code in onItemRightClick to see if it can be fired and setting the active hand.
  12. What happens and what do you want to happen exactly? Is the bullet entity spawning at all, is it spawning repeatedly?
  13. Sure, here is an example on how to set a blockstate. world.setBlockState(Blocks.FURNACE.getDefaultState().withProperty(BlockFurnace.FACING, EnumFacing.EAST));
  14. If it is the vanilla concrete block look in the BlockColored class and look at it's blockstate properties. It uses an enum. If it is your own concrete block I have no idea.
  15. You're getting the default state and not the colored state. If all you have is the block you need to call Block#getDefaultState().withProperty and apply the properties value.
  16. Do the assets have the registry name as their file names?
  17. That is why I said put it in with a wrapper. A wrapper is a class that inherits a type and takes an instance of that type in through its constructor. This way you can call all the methods and hopefully not cause any other errors with mods.
  18. I would say in any of the init events.
  19. Write a method that starts one block below the bedrock and checks blocks going down. On the other hand, what you could do is iterate through the BiomeDictionary with the type NETHER as the category. Then replace the BiomeDecorator with a wrapper over the current one and add your flower generation there similarly if not exactly how you do so for a biome normally.
  20. I meant where are r, g, and b being set in code. Also where is this code being ran.
  21. Try world.rayTraceBlocks(vec1, vec2, true, false, true)
  22. Where are you setting the color based on payer input?
  23. The answer is no, because you add them with this JourneyItems.itemNames.add(name); And then you call setRegistryName(SlayerAPI.MOD_ID, name); So "name" doesn't have your modid.

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