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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Instead of ItemStack stack = getStackInSlot(index); // Do this ItemStack stack = itemstacks[index];
  2. Post your whole container and IInventory classes in spoilers please.
  3. You don't need to correct it in the inventory. It was good practice in the container.
  4. Why do you need that? Does your inventory contain a copy of those slots?
  5. Most people use BDCraftCubik Pro Here is a link to some modelers http://minecraft.gamepedia.com/Programs_and_editors/3D_modeling
  6. If you have many blocks that need to rotate and you want to store them all in one block using metadata/blockstates the max different "blocks" you could have would be 4.
  7. One Block can have 16 meta data, things that rotate like the furnace use four of those metadata. *Edit there is no limit on how many Properties you can have on one block though.
  8. You have a max metadata limit of 16, four different faces.
  9. Something like this will require an event handler this way. // Add the Recipe GameRegistry.addShapelessRecipe(new ItemStack(Items.IRON_PICKAXE), new Object[]{Items.IRON_INGOT, new ItemStack(Items.IRON_PICKAXE, 1, OreDictionary.WILDCARD_VALUE)}); // Register Event Class MinecraftForge.EVENT_BUS.register(new EventHandlerClass()); // Then handle the repairing @SubscribeEvent public void onCrafting(ItemCraftedEvent event) { // TODO Handle Item Repair here. }
  10. EntityConstructedEvent is a forge hook. Event Handlers Cool Alias's tutorial http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-forge-1-6-4-1-8-eventhandler-and That will not work that would set all motion to 0 and change the the rotation to 0. Look into ItemBow there are two events called there.
  11. Probably has to do with you initializing the tool material after initializing the tools.
  12. You would have to make an addon, so you need to talk to the creator of custom npcs
  13. First you would need to go through and and basically copy EntityArrow but you would have to make the edits for gravity yourself there is a way to check if an ItemStack has an enchantment and the instantly hit you could use MovingObjectPosition to get the coords.
  14. If you are talking about using them for textures like mutisided blocks you use blockstates.
  15. So the way you have it set for the player will work however as far as I can tell onEntityCollidedWithBlock doesn't get called for Item Entities.
  16. You could read diesiebens 2nd response and that may answer your question. http://www.minecraftforge.net/forum/index.php/topic,39203.0/wap2.html
  17. I am sorry for the problem and I can't guarantee that you will get any help on here as Minecraft Forge only supports the 1.10 versions, though that may only be in this area.
  18. First wrong part of the Forum to post this on, this is where mod authors come to ask for help with code, and did you try looking on the internet for that specific error?
  19. Why are you casting the entity to an EntityPlayer if it is not an instanceof EntityPlayer ((EntityPlayerMP) entityIn).connection.setPlayerLocation(worldIn.getSpawnPoint().getX(), worldIn.getSpawnPoint().getY(), worldIn.getSpawnPoint().getZ(), entityIn.getRotationYawHead(), entityIn.getRotationYawHead()); entityIn.playSound(SoundEvents.ENTITY_ENDERPEARL_THROW, 0.5f, 0.5f); worldIn.spawnParticle(EnumParticleTypes.PORTAL, entityIn.getPosition().getX(), entityIn.getPosition().getY(), entityIn.getPosition().getZ(), 0, 0, 10, 0); }
  20. Could you post your whole block class or tell me what line 32 is in that class.
  21. Here is the documentation on Capabilities provided by forge. http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
  22. So what is happening when this code is triggered?
  23. I'm pretty sure you need to use the new JSON model system or IBakedModels. I have found no tutorials on either of these.

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