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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. You should update to 1.10 then check out BiomeDecorator
  2. Post the error log again.
  3. Well I have no Idea why that piece of code was needed, but I guess it was necessary. But that piece of code only makes it spawn at light levels 8 and lower. There was no need to change that I think do you want it to spawn at high light levels or low light levels like mobs? If so that was fine, but since you want it to only spawn underground you need to add worldObj.canBlockSeeSky(blockPos) to the getCanSpawnHere() method
  4. What is with this.rand.nextInt(32) You should also check to see if the entities pos can see sunlight using worldObj.canBlockSeeSky(blockPos)
  5. Well as long as the class path extends EntityLiving you should be able to use getCanSpawnHere() and could you show me how you edited it.
  6. You mean your Entity is a passive entity?
  7. In your Entity class you need to override this method public boolean getCanSpawnHere() { return this.worldObj.getDifficulty() != EnumDifficulty.PEACEFUL && this.isValidLightLevel() && super.getCanSpawnHere(); } To add the entity to spawn just loop through all the biomes from BiomeGenBase use EntityRegistry.addSpawn()
  8. It is weird, but I think it may have something to do with this 1. Creates a new NBTTagCompound 2. The new NBTTagCompound is equal to tileEntity.writeToNBT(the new NBTTagCompound) 3. NBTTagCompound is saved to disk. I think that is how it works and don't know why they changed it. Diesieben or someone if you know why they changed it and/or how it works feel free to post or pm me about it.
  9. The one that was passed in.
  10. They changed the methods return type instead of void it's NBTTagCompound.
  11. Well since you copied them...I doubt you know what they do.... But now you need to make new Slot classes one for Output and one for FuelInput unless you are using the Normal Furnaces Fuel.
  12. Container Furnace and GuiFurnace Do not make them exact copies there need to be changes if you want to use your own custom recipes.
  13. { "parent": "block/orientable", "textures": { "top": "modid:blocks/texture_top", "front": "modid:blocks/texture_front_off", "side": "modid:blocks/texture_side" } }
  14. First a suggestion instead of public static void setState(boolean active, World worldIn, BlockPos pos) { BlockMachine.setState(active, worldIn, pos, ModBlocks.FLUXGRINDERWORKING, ModBlocks.FLUXGRINDER); } Use public static void setState(boolean active, World worldIn, BlockPos pos) { super.setState(active, worldIn, pos, activeBlock, nonActiveBlock); } But back on topic did you look at the JSON aswell?
  15. So the problem you are having is that when you place it, it faces the complete opposite way?
  16. You should update to 1.10 aswell
  17. I think you nedd to use a IBakedModel, or maybe even a TESR but if you can use a IBakedModel you should.
  18. Alright have fun, come back if you have any troubles.
  19. The furnaces rotaton is handled using the new blockstate system as you can see there is a property in BlockFurnace and in the model JSON.
  20. From what i see looking through that class is that it is used to animate A TileEntity and it seemingly uses an Entity aswell to do so? And I was told by diesieben07 that it requires a TESR as seen here ClientRegistry.bindTileEntitySpecialRenderer(Chest.class, new AnimationTESR<Chest>() { @Override public void handleEvents(Chest chest, float time, Iterable<Event> pastEvents) { chest.handleEvents(time, pastEvents); } }); And the registering of the entity here EntityRegistry.registerModEntity(EntityChest.class, entityName, 0, ModelAnimationDebug.instance, 64, 20, true, 0xFFAAAA00, 0xFFDDDD00); RenderingRegistry.registerEntityRenderingHandler(EntityChest.class, new IRenderFactory<EntityChest>() { @SuppressWarnings("deprecation") public Render<EntityChest> createRenderFor(RenderManager manager) { /*model = ModelLoaderRegistry.getModel(new ResourceLocation(ModelLoaderRegistryDebug.MODID, "block/chest.b3d")); if(model instanceof IRetexturableModel) { model = ((IRetexturableModel)model).retexture(ImmutableMap.of("#chest", "entity/chest/normal")); } if(model instanceof IModelCustomData) { model = ((IModelCustomData)model).process(ImmutableMap.of("mesh", "[\"Base\", \"Lid\"]")); }*/ ResourceLocation location = new ModelResourceLocation(new ResourceLocation(MODID, blockName), "entity"); return new RenderLiving<EntityChest>(manager, new net.minecraftforge.client.model.animation.AnimationModelBase<EntityChest>(location, new VertexLighterSmoothAo(Minecraft.getMinecraft().getBlockColors())) { @Override public void handleEvents(EntityChest chest, float time, Iterable<Event> pastEvents) { chest.handleEvents(time, pastEvents); } }, 0.5f) { protected ResourceLocation getEntityTexture(EntityChest entity) { return TextureMap.LOCATION_BLOCKS_TEXTURE; } }; } });
  21. Yup that is the way to do it :3 have fun modding.
  22. You mean you moved the stuff in your onCreated to onUpdate?
  23. Are you crafting it or spawning it in?

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