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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Then you could subscribe to the PlayerInteractEvent and set the buff a lot less lag intensive though it requires more code.
  2. You could do too things I just thought of 1. Subscribe to playerTickEvent and use that 2. Check if player.openContainer != null then remove the buff I prefer the second option.
  3. Hey I have a question for you AimeryCM, does it still render the fire?
  4. Well that is an Event did you subscribe it using MinecraftForge.EVENT_BUS.register(new EventHandler()); And your method needs to have @SubcribeEvent above it
  5. Try reversing the order so head = 4 not 1
  6. The ItemStacks have a method called getItem() // Just to get an ItemStack variable // An ItemStack with one apple in it ItemStack stack = new ItemStack(Items.apple, 1); stackItem = stack.getItem();
  7. You are comparing ItemStacks not items, ItemStacks hold much more information that is different between between each one, and items there should only ever be one instance of an item in a mod.
  8. In your blockstate points to the wrong model "normal": { "model": "sethstools:omniingot"}
  9. You should update, but I will give you a hint go into EntityLiving and look.
  10. entity.getArmorInventoryList() then check each posistion to check if it is the item of the armor you want.
  11. What do you mean do you want to be able to edit them or just have them load then forge loads?
  12. What Draco18s said is the best way to do that. Although you could probably use LivingUpdateEvent to extinguish all entities with the EnumCreatureType UNDEAD if they are on fire (Note this is very lag intensive).
  13. I'm not sure, but I think in 1.10 you may just be able to put them in the mods folder?
  14. It is possible to change attributes as well AttributeModifier modifierHealth = new AttributeModifier(((EntityMob)event.entity).getPersistentID(), ((EntityMob)event.entity).getPersistentID().toString() + "_Health", level * 4, 0); ((EntityMob)event.entity).getEntityAttribute(SharedMonsterAttributes.maxHealth).applyModifier(modifierHealth); ((EntityMob)event.entity).setHealth(((EntityMob)event.entity).getMaxHealth()); The reason that Skeletons and Zombies burn is because they are an instance of Undead, has nothing to do with AI. Though there is an AI that makes skeletons flee from the sunlight.
  15. You need to make a class that implements IRenderFactory and if should look something like this public class CustomModEntityRenderingHandler implements IRenderFactory<CustomModEntity> { // Should return what you already have to render your Entity @Override public Render<? super CustomModENtity> createRenderFor(RenderManager manager) { return null; } }
  16. Well first you need to Subscribe to an event called LivingSpawnEvent here is a good tutorial on EventHandlers. You'll want to take the entity given by the event parameter and scroll through the tasks field and change the AI to it's corresponding alternative.
  17. Well I'm sorry I was only aware of public IIcon getIcon(int side, int meta); // Not public IIcon getIcon(IBlockAccess world, int x, int y, int z, int side); Well now that I see that I know what is possible should really look more into stuff before posting.
  18. Because that is the way java works. If forge supported it you would be able to modify the forge source directly leading to incompatibility between mods. You can change the AI of mobs in the way I suggested here http://www.minecraftforge.net/forum/index.php/topic,40955.0.html
  19. Forge doesn't support modifing base classes. Plus the way you did it wouldn't work anyway. To do so you would need to decompile minecraft code edit it and then recompile it and use that as your jar file to launch minecraft, which wouldn't be compatible, what is it that you are trying to change?
  20. Minecraft has these things in 1.7 called IIcons. They are variables that store the textures information. getItcon will help you determine what IIcon to use per side although I don't see any way to make that depend on the surrounding blocks.

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