Skip to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Animefan8888

Forge Modder
  • Joined

  • Last visited

Everything posted by Animefan8888

  1. Didn't notice this "essentialelectricity" Should be "model". And "cadium_block" Should be "modid:cadium_block"
  2. Should be rather simple, it's having a problem loading "normal" in your blockstate json, when "normal" should be "inventory" which is what you specified.
  3. Google translate, though it is supposed to be in english. 发布您的代码。 "Post your code."
  4. In the original post he did. Though I didn't see when the edit took place.
  5. What do you mean, we need you to post the code you have.
  6. Animefan8888 replied to a post in a topic in Modder Support
    Yes that would work, but don't forget NBT :3 *Edit wow can't believe I just said that, I meant metadata.
  7. Animefan8888 replied to a post in a topic in Modder Support
    Wouldn't be that hard, all you would need is a block with a TE and the TE would need a List of either a List of ItemStacks or an array of ItemStacks. And a boolean to determine if it has been right clicked if you want it to choose at right click and not placed. Actually I would do it with a Map so you can set the key to the percentage.
  8. We do not provide code for people to copy and use. We provide information on how to do the things people ask, or correct code that has been made by giving suggestions.
  9. Forge is looking for "variants": { 'inventory": {} } Which is required in a blockstate JSON file. What do you mean "why do we have to specify the location of the itemblock model"?
  10. Don't use Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, i, location); At all. It should be new ModelResourceLocation("MODID:name", "inventory"); You do not need to register it with the variant.
  11. No you need those files, what I was saying was that part of the item model is not necessary and might be causing the error. The blockstate is pointing to "blocks/iron_block" which shouldn't exist. It should point to something like this for an Iron Block "iron_block" for one from your mod "modid:model_file_name".
  12. First thing I noticed (Blockstate) "variants": { "normal": { "model": "blocks/iron_block" } } "blocks/iron_block"? Second thing (Item Model) "display": { "thirdperson": { "rotation": [ 10, -45, 170 ], "translation": [ 0, 1.5, -2.75 ], "scale": [ 0.375, 0.375, 0.375 ] } } This is not needed.
  13. I would have preferred "It is showing the error texture." or something similar. The problem you had was that the block model wasn't a correct JSON it had errors. Like I said you were missing a ". What I meant by "block_model_name" was the name of your block model JSON. Also instead of Minecraft.getMinecratf.getItemModelMesher in registerRender you should use something like public void registerRender(Block block) { ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(modid, getUnlocalizedName().substring(5), "normal")); }
  14. You need to make it's size slightly smaller than one block, but make the collision box bigger than the actual block itself. Look at BlockCactus it should have some AxisAlignedBB fields.
  15. First I never said copy "north": smth:blocks/duplicator_side", is missing a " and your item model should not be parent block/crafting_table it should be your modid:block_model_name. Also it's not working is not a good description of what is happening.
  16. You have two options update the mod you are dependent on or looking around on previous posts/tutorials.
  17. All this does is perpetuate the laziness of sticking to old versions. Just update and move on. The problem is, this modpack relies on mods that are not being updated to versions further than 1.7.10, notably Enviromine. It isn't laziness, it's the inability to update at all. Yes, but it doesn't really matter as forge only supports modding final versions of Minecraft above 1.7.10. At current, but you should do what I said in my last post after me saying update.
  18. Are you in 1.7.10 not quite sure if so update, if not use the capability system as after 1.8.9 IEEP was removed.
  19. Look at the craftingTable JSON that minecraft uses it is in the minecraft jar file under assets/minecraft/models/block/crafting_table.json
  20. When you call translate add 1 or .5, and in the block class override isOpaqueCube() to false and getRenderType() to -1 You should use the new model system as TESRs should be for dynamic rendering.
  21. You did not copy the cactus class mind you. I'm not sure if this can be done with a normal sized block, because what happens if the collision goes into another block.
  22. onEntityCollided is called when the Entity is inside the bounding box that is its hit box.

Important Information

By using this site, you agree to our Terms of Use.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.