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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Use the RenderWorldLastEvent to do that.
  2. Have you tried running it through your IDEs debugger? Or even adding some printlns?
  3. When the world is loaded TE's have readFromNBT called and if the tag doesn't exist then it will return a default value for numbers that is 0. And then when the world will call writeToNBT at certain points and then save the tag making it exist, but it will be set to 0 because it was read as 0. So to check if the tag is there use NBTTagCompound#hasTag(String)
  4. Where did you register the renderer?
  5. You need to edit the run configurations and go into the classpath and add your project, or you have put your mod in the improper place in the forge project so it is not loaded.
  6. The building of a system, you need to know how your energy will work. Is it going to be pipe based or wireless? If it is pipe based you need to know how to transfer that energy between pipes, will you store it in a single pipe, if you have pipes connected from one place to another and break one connection in the middle what happens, how do you separate the pipe system? If you plan on it being wireless how will you send it, in an area, through whitelisting, or through the player like extra utils?
  7. What you need to do is in your processInteract method when you call openGui instead of passing an x position you should pass getEntityID(). Then when you construct your Container and Gui pass World#getEntityBy/FromID(x)
  8. Apply a AttributeModifier to the Player using EntityPlayer.addAttributeModifier (or similar method name).
  9. You can create a new ToolMaterial field using EnumHelper.addToolMaterial
  10. Look at the method in the class it belongs to. The comments above the method are known as the javadoc.
  11. Try looking at the Javadoc for the method.
  12. The second state needs to be the one gotten from the world.
  13. I believe the first one and if i am wrong others please correct me.
  14. You will need to mark the block for an update specifically the client. World#markBlockForUpdate (I think that is the name at least it is similar).
  15. No your state, not the IGrowable. In the while loop the state you pass into the method needs to be updated so use the worlds state at the BlockPos.
  16. I would use packets or somehow set the server side container for both players to the same one.
  17. It gets stuck in an infinite loop at the while because it is using the same state everytime instead you should get the state from the World field and BlockPos field.
  18. You cant just declare a variable and expect it to not be null. Your te field in your GuiHandler is never initialized so you need to get the Entity somehow. Maybe using some raytracing?
  19. When you set the BlockState you will use IBlockAccess#setBlockState(BlockPos, IBlockState). To get the IBlockState you will do Block#getDefaultState() which you will set to something in your constructor, but if you want to use a different value than the default you do Block#getDefaultState().withProperty(IProperty, value). The IProperty must be the same instance you used for setting the Default and the BlockStateContainer, if you do not change the value with a IBlockState.withProperty then it will stay at it's default value. It will decrease if you manually change it in the state, and not change the state though this will only happen on the side you change it on so it is better to do it in the way described above also know as changing the state. I recommend a Forge BlockState JSON for this; read about it here.
  20. Specifically the hasCapability getCapability the IItemModifiable field, and you will want the readFrom/writeToNBT methods.
  21. Then what is this? TileEntityBasic
  22. Please go back and look at your earlier post.
  23. Post the eclipse version of the log and not the gradle version please.
  24. Not a block. Treat your Entity like you would a TileEntity for this.

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