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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Jaeblar has a slight outline of Capabilities http://jabelarminecraft.blogspot.com/p/minecraft-17x.html
  2. Hmmmmmm really then.
  3. Sounds like you might just want to use metadata...unless there is just a thing you want specifically from the property.
  4. Armor texture is handled in LayerArmorBase in which it references getArmorTexture(...) and the ArmorMaterial. Look at the constructor you are trying to use mainly the second int you pass in and look at what the constructor is looking for and Define "does not work anymore".
  5. Are you asking how to point it to your modid path just insert your MODID then a :. *Edit I meant in the ArmorMaterial String.
  6. I think it might be an error as back before blockstates they set the block once (if memory serves me well enough).
  7. The ArmorMaterial takes in a second String this String is the name of the armors texture without _layer_0/1 at the end.
  8. If you mean this look at the constructor it tell you what you have done wrong.
  9. An if you learn more visually you can check out my new tutorial (my first one) for 1.10.2 i currently am not able to producr anything else, but if i get the time to do so i will.
  10. Where is the object hierarchy window? In eclipse it is called the outline
  11. Which constructor are you using? You should be using the one that takes in two floats.
  12. The only thing I can think of for this would be to subscribe to ClientTickEvent and use the Minecraft...theWorld field to check the surrounding area (look for a certain player somehow). Then maybe use something like reflection if necessary to gain access to private or protected fields. You would need to access that players renderer and then grab the main model and then grab the swingProgress variable from the arm model. Not sure if that is even possible, but that should point you to the right direction.
  13. What material are pellet blocks? If they are Material.WOOD then they will have a value and it will not reach the Forge IFuelHandler reference.
  14. You need to either GlStateManager.disableLighting() or GLStateManager.enableLighting() I believe it is the former, but if your TE does not update dynamically do not use a TESR instead use the JSON model system or IBakedModels.
  15. I believe by vanilla behavior it means looking for the repair recipe. There fore you do not need to have a player variable.
  16. What are you talking about "line of code for armor"? Could you be more specific.
  17. What version is this for and why do you need cps on server side?
  18. Here's my code. I hope I did it right. I got an error message on new ModelResourceLocation(chainMail.getRegistryName()); It says, "The constructor ModelResourceLocation(ResourceLocation) is undefined". What do I do now? The constructor your using takes a string and your giving it a ResourceLocation. All you have to do is add a comma and add the string "inventory" after the comma like so: ModelResourceLocation chainMailLocation = new ModelResourceLocation(chainMail.getRegistryName(), "inventory"); or do what Draco18s suggested I tried both of them. It fixed the compiler error, but the item still has no texture when I run the game. Post updated code and JSONs.
  19. Couldn't you just bypass this whole thing by not extending BlockCrops and instead making your own class the is BlockCrops. You can just override onBlockActivated(...) assuming they do not cancel the event and just destroy the block there as it would be placed before onBlockActivate(...) is called after the event.
  20. What you are saying is you do not want it to be right click and you do not have to deal with planting? Have you tried registering your event in preInit and then canceling it (most events are registered during init normally but I believe they can be registered in any of those events) I am not sure how events get fired to well.
  21. Try checking if the Entity (Living?) is an instanceof FakePlayer or if that doesn't work try to apply the effects within a Event instead of the onBlockAcivatedMethod(...) that may work.
  22. Oh! I meant to have ItemPrimitiveSpear extend ItemPrimitiveSpearTool. Do I not even need the ItemPrimitiveSpearTool class? I expect ToolMaterial to be able to set the durability, enchantability etc using the "primitive" tool material that I have, in the SpearItems class. You do not unless it has a special effect like throwing.
  23. Hmm maybe you missed the thingymabober in the whoseitwhatsit that caused the dohicky to become flabbergasted. How are we supposed to know if you don't show what you have? Like I said, I am happy to post my code but there are lots of files and I wondered if there might be a common or obvious solution without the hassle of reading through everything. At this point I'm going to have to post 5+ classes worth of code because I have no ideas about what is causing the problem. My custom furnace is one of several types subclassed from an abstract class so that's where a lot of the action happens. The abstract class: The subclass: The same for the blocks, abstract class: Subclass: The Containers if you need to see those - abstract class: Subclass: I also have the TileEntities registered in init in my common proxy, the blocks registered in preinit, and a GUI handler to set up the containers. I can post all of that if you really want but I'll stop here for now. You write your ItemStacks to the tag items and then try to read them from stacks. That was not obvious, also I see you override getUpdateTag(...) but not its partner.
  24. Hmm maybe you missed the thingymabober in the whoseitwhatsit that caused the dohicky to become flabbergasted. How are we supposed to know if you don't show what you have? *Edit The more code there is the more possibilities it might be...
  25. package bloopers.spearmod.items; import net.minecraft.item.Item; public class ItemPrimitiveSpear extends Item // I wonder why it doesn't have any modifiers // { public ItemPrimitiveSpear(ToolMaterial material) { this.setMaxStackSize(1); } } Do not use Minecraft.getMinecraft.getRenderItem().getItemModelMesher() just use ModelLoader.setCustomModelResourceLocation(...)

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