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tiffit

Forge Modder
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Everything posted by tiffit

  1. I am 99% sure that isn't the problem, as it works for other kinds of items, but here it is. [/img]
  2. No need for proxies. Just check if the event is on the client side. Much easier.
  3. You will still need an inventory model for that error to go away. Could be useful for people using nei/tmi that want to place down the fire
  4. he means how would he put a blockpos in the map
  5. All casing is correct. (Just copy and paste the code into the file name) No dice. I looked in the console to see if it can find the file, and it does. Inside the .json file, it's just a copy and paste of another .json (same textures) the other .json works, this doesn't.
  6. What do you mean by that? Does it have to start with an uppercase/lowercase or does the file have to have the same casing as in the code? (I tried all 3, none of them worked)
  7. I am really confused and fed up right now.... apparently this works: Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Program, 0, new ModelResourceLocation(MODID + ":Program", "inventory")); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Program, 1, new ModelResourceLocation(MODID + ":Program", "inventory")); but this doesn't: Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Program, 0, new ModelResourceLocation(MODID + ":Empty", "inventory")); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Program, 1, new ModelResourceLocation(MODID + ":Lumber", "inventory")); this doesn't either: Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Program, 0, new ModelResourceLocation(MODID + ":program", "inventory")); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Program, 1, new ModelResourceLocation(MODID + ":program", "inventory")); for some reason, this works: Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Program, 0, new ModelResourceLocation(MODID + ":copperIngot", "inventory")); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Program, 1, new ModelResourceLocation(MODID + ":copperIngot", "inventory")); if you haven't realized already, the only thing changing is the name of the file. I am 100% sure that there is no spelling mistake, and eclipse has been refreshed like 100 times and everything is there. I noticed this in the past too, the texture name can only be the name of the item (in the code).
  8. It is scaling your button image to the size of the gui. To fix this, have your button image in a file that has the same dimensions as your gui.
  9. You set the block name as Sau but in your language file, you have blocksau. It should just be Sau
  10. I am pretty sure you will need to send a packet to the server when you click the teleport button. http://www.minecraftforge.net/forum/index.php/topic,20135.0.html
  11. Try looking at how a Minecraft map draws from birds eye view. I assume it starts from the top of the sky, and keeps going down until it hits a block. Do this for each block around the player. I am not sure about the color for each block though
  12. What else am I supposed to use then?
  13. meh. It seems that you don't like anything.
  14. So I made my own mob and its everything works except it is not rendering. I know it is there because if I spawn one in, and type in /kill @e[r=2,type=EntityRobot] then the entity is killed. EntityRobot: public class EntityRobot extends EntityCreature { Program program = null; boolean isRunning = false; public EntityRobot(World worldIn) { super(worldIn); this.setSize(0.85F, 0.85F); System.out.println("Robot spawned!"); //This does get called } @Override protected void applyEntityAttributes(){ super.applyEntityAttributes(); this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(50.0F); this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(1.0D); } @Override public void onLivingUpdate(){ super.onLivingUpdate(); if(program != null && isRunning){ program.startRunning(this); } if(program != null && !isRunning){ program.stopRunning(this); } } } Called during preinit: public static void registerEntity(){ createEntity(EntityRobot.class, "EntityRobot", 0xA1A1A1, 0x545454); } public static void createEntity(Class entityClass, String entityName, int solidColor, int spotColor){ int id = EntityRegistry.findGlobalUniqueEntityId(); EntityRegistry.registerGlobalEntityID(entityClass, entityName, id); EntityRegistry.registerModEntity(entityClass, entityName, id, Main.instance, 0, 1, true); EntityList.entityEggs.put(Integer.valueOf(id), new EntityList.EntityEggInfo(id, solidColor, spotColor)); } Called during init (in client proxy): RenderingRegistry.registerEntityRenderingHandler(EntityRobot.class, new RenderRobot(Minecraft.getMinecraft().getRenderManager(), new ModelRobot(), 0.5F)); RenderRobot: public class RenderRobot extends RenderLiving{ private static final ResourceLocation texture = new ResourceLocation(Main.MODID + ":textures/entity/Robot.png"); //Texture DOES exist public RenderRobot(RenderManager manager, ModelRobot model, float p_i46169_3_){ super(manager, model, p_i46169_3_); } protected ResourceLocation getEntityTexture(EntityRobot entity) { return texture; } protected ResourceLocation getEntityTexture(Entity entity) { return this.getEntityTexture((EntityRobot)entity); } } ModelRobot: public class ModelRobot extends ModelBase{ //fields ModelRenderer Plate; ModelRenderer body; ModelRenderer head; public ModelRobot(){ textureWidth = 512; textureHeight = 512; Plate = new ModelRenderer(this, 0, 0); Plate.addBox(-7F, 0F, -7F, 14, 1, 14); Plate.setRotationPoint(0F, 23F, 0F); Plate.setTextureSize(512, 512); Plate.mirror = true; setRotation(Plate, 0F, 0F, 0F); body = new ModelRenderer(this, 0, 0); body.addBox(-2.5F, 0F, -2.5F, 5, 24, 5); body.setRotationPoint(0F, 0F, 0F); body.setTextureSize(512, 512); body.mirror = true; setRotation(body, 0F, 0F, 0F); head = new ModelRenderer(this, 0, 0); head.addBox(-4F, -2F, -4F, 8, 5, ; head.setRotationPoint(0F, 0F, 0F); head.setTextureSize(512, 512); head.mirror = true; setRotation(head, 0F, 0F, 0F); } @Override public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5){ super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5, entity); Plate.render(f5); body.render(f5); head.render(f5); } private void setRotation(ModelRenderer model, float x, float y, float z){ model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } @Override public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity){ super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); //TODO } }
  15. Ok, that's what I thought, good. NEVER do that -.- It's not like automatic. It asks the player if they would like to update and if they say yes, then it replaces the jar file
  16. So my mod has an auto updater that downloads a new jar file from the Internet and replaces the current one. I am wondering if it updates in game, if it will mess with the game or the effects only take place after restart. By mess with the game, I mean start using the new jar file
  17. Thanks for the info, but I just went and made my own slider. So much easier and much more customizable.
  18. ok, I kinda got the slider to work, but I really don't understand the GuiResponder None of the methods or variables have names, and I really couldn't find anything that could possibly give me a clue to what each method does. This is my GuiResponder class: public class GuiResponder implements GuiResponder { @Override public void func_175321_a(int p_175321_1_, boolean p_175321_2_) { } @Override public void func_175320_a(int p_175320_1_, float p_175320_2_) { } @Override public void func_175319_a(int p_175319_1_, String p_175319_2_) { } }
  19. So for my GUI, I am looking into creating a new slider. I found a class call the GuiSlider so I decided to use that, put apparently it needs a GuiResponder and a FormatHelper. How exactly would I get these?
  20. Show me the code that you added
  21. Try .addVertexWithUV(); Have you looked at this guide? It is actually pretty useful http://greyminecraftcoder.blogspot.com/2013/08/the-tessellator.html
  22. Just wondering, why don't you make this a bukkit plugin instead? It would be much easier and since your idea is meant for servers, it would make sense. Unless, you have a different use for this.
  23. Why don't you just replace the blocks with your own custom invisible blocks, and have each invisible block have what block it replaced in its NBT, so you swap them back and forth.
  24. Create a file named "en_US.lang" in the folder "resources/assets/[YourModID]/lang" In the file, add the following to name a block: "tile.[whatTheNameOfTheBlockIsInYourCode].name=[What You Want It To Be Named In The Game]" to name an item change the tile to item for example, to name an item named copper ingot, this is what you do: item.copperIngot.name=Copper Ingot

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