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TechoMan

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  1. i think you in wrong category... and Eloraam did make its mod by itself...he even was making forge , soo i dont think what its unreal to do...making forge and RP is a lot harder , than just making RP.And there is tons of changes , that did make world a lot easyer for codders...
  2. I'm back...Its my second atempt of creating liquid.Now i'm having new problem - fluid dont want to flow at all....or actyallu it will flow , but in very strange method. When placed , they are only 1 "pixel thik" , but i even used setQuantaPerBlock to 12, but it still only 1 thick...wich is very strange ( http://snag.gy/6NMpm.jpg <= screnshot of it , idk how to attach screnshot to post , so i'm using snag.gy ).Next - its cind of realistic how it works , but i dont want that. When they fall on top of themself....they like in real - stacking into bigger liquid.They even flow then , but its like in real life.I dont think MC players will like that , so why does it happen? And second question - how i can apply effects when player in liquid? Like lava makes you in fire.
  3. there is other events....I think better to use player tracker for client side , and for server side - i think server load will be ok , beacos its the latest what happyning on server startup...when commands are added.
  4. you need to change logic of spawners , beacos they using only vanillas mobs...The same as spawning egg - they just dont know what you entity exists.
  5. i'm about the same...*Good what forge dont neex 2x blocks for fluids...*
  6. ik what its using metadata alredy. And why its bad idea? using only for pricy liquids...hmmm...but yea , i can make just tons of it wia big pyromid
  7. Again , i'm making someting that dont use tons of blockIDs.Now - its fluids.I'm making ~14 diffrent fluids , and i dont want to use 14 diffrent blocks for them.Is there build in that cind of feature into forge , or do i need to use tileEntity for that? And is it a good idea , to do that?
  8. i think you didnt install it right.
  9. beacos if player just reconects - what will be? It will load that default values..Or actually it will be worse - it will load from NBT value 0.Beacos getInteger returns 0 , if its cant find that tag. Or why dont do both of that? 1.If there is no that tag , what we a searching in NBT , dont modify HashMap. 2. If there is that value in NBT , load it from NBT. So if you do default values , it will load them , beacos player dont have that tag. If you are saving and loading NBT properly, the value you load will be correct; loading from NBT is not the place to set a default value. When the player first starts a world, the constructor is called without reading from NBT afterward, so the default value you set there will then be saved and loaded just fine. hmm , didnt know that *lafing at bad documented wiki*. What about if player was alredy playing on server?
  10. hmm , that is strange.I dont think what its get removed...Are you sure what its gone? *going to find forge source for 1.7*
  11. oh , you dont open gui... You have GUI only at client-side , and its not opening on server-side. You mod NEED TO BE @networkmod . Just put @NetworkMod after @Mod in you main mod. Or you dont register you GuiHandler. GUI and networking not documenting that good at wiki.There is nothing about network mod , and what you cant use GUI without it. And the same with Entitys - you MC will just crash if it will spawn , and you mod without @NetworkMod. And i think tileEntity buggy too without @NetworkMod.....TM@NetworkMod
  12. Very easy.There is even tut on wiki. http://www.minecraftforge.net/wiki/Multiple_Pass_Render_Blocks <- but use it only for one render pass...
  13. you can easy add attributes via potions....Heh , will search if noone know that...maybe will make tuts for people like me
  14. beacos if player just reconects - what will be? It will load that default values..Or actually it will be worse - it will load from NBT value 0.Beacos getInteger returns 0 , if its cant find that tag. Or why dont do both of that? 1.If there is no that tag , what we a searching in NBT , dont modify HashMap. 2. If there is that value in NBT , load it from NBT. So if you do default values , it will load them , beacos player dont have that tag.
  15. Search in RenderBlocks(package net.minecraft.client.renderer;).Its just blocktype , like torch rails and other that kind of renderers. public boolean renderBlockBeacon(BlockBeacon par1BlockBeacon, int par2, int par3, int par4) { float f = 0.1875F; this.setOverrideBlockTexture(this.getBlockIcon(Block.glass)); this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D); this.renderStandardBlock(par1BlockBeacon, par2, par3, par4); this.renderAllFaces = true; this.setOverrideBlockTexture(this.getBlockIcon(Block.obsidian)); this.setRenderBounds(0.125D, 0.0062500000931322575D, 0.125D, 0.875D, (double)f, 0.875D); this.renderStandardBlock(par1BlockBeacon, par2, par3, par4); this.setOverrideBlockTexture(this.getBlockIcon(Block.beacon)); this.setRenderBounds(0.1875D, (double)f, 0.1875D, 0.8125D, 0.875D, 0.8125D); this.renderStandardBlock(par1BlockBeacon, par2, par3, par4); this.renderAllFaces = false; this.clearOverrideBlockTexture(); return true; }

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