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drok0920

Forge Modder
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Everything posted by drok0920

  1. Hmm it doesnt seem to be working for me can you give an example? This is how i normally get my block textures from my @mod file public static Block SaphireBlock = new SaphireBlock(Material.rock).setBlockName("SaphireBlock").setBlockTextureName("BOW:saphire_block");
  2. Hello MCF forums, I would like to know how to make animated textures work. I know that i need the rectangular .png file and the .mcmeta file but i dont know how to get my block to use it.
  3. Ok thank you for you help i have gotten it to work but i was a little scared at first because i forgot i got the ids wrong in the biome so its all sandstone
  4. Yes but none of the field or variables are readable
  5. Ok now how would i get it to only spawn my custom biome im not very good with arrays
  6. Ok i will do that thank you for the help.
  7. Will that work since my ChunkProvider extends IChunkProvider?
  8. Ok thank you
  9. I meant is that the literal name of the method i know how to overide a method
  10. But i do have one more question related to biomes. How would i make only certain biome generate in my custom dimension? Here is my ChunkProvider for it: http://pastebin.com/QgTwxq4F
  11. Never Mind i think i fixed it by changing it to: BiomeManager.coolBiomes.add(new BiomeEntry(BOW.CodeBiome, 10));
  12. Ok so i put: BiomeManager.coolBiomes.add(CodeBiome); But it gives me an error at .add
  13. ok i will does that mean i have to re-do all of the code?
  14. its not there ill show you my biomemanager class: http://pastebin.com/5hyTJe33
  15. Do you mean these? public static ArrayList<BiomeGenBase> strongHoldBiomes = new ArrayList<BiomeGenBase>(); public static ArrayList<BiomeGenBase> strongHoldBiomesBlackList = new ArrayList<BiomeGenBase>();
  16. Ok i will check again
  17. then how would i do it? I have looked into the BiomeManager class and the only thing that would look like t would spawn the biome is Biomemanager.addspawnBiome
  18. Hello MCF forums, I would like to know why my biome wont generate! Here are my classes @mod: http://pastebin.com/MdemWvmg Biome: http://pastebin.com/sABVs4ak Thank you, ~Drok
  19. Im not sure yet but to get the drop you need x-tool (i would also like to know how to vary the drop based on enchantment/tool/item)
  20. I mean for example i have a ore call "testOre" And an item call "testItem" how could i get ONLY testItem to break testOre and get the drop
  21. Umm i have a question how would i get it to only be able to be broken by a specific item/tool
  22. Ok cool i got it to work. Thank you for you help collAlias. Here is what i used for anyone that needs it. public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { int j = this.getMaxItemUseDuration(par1ItemStack) - par4; ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return; } j = event.charge; boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0; if (flag || par3EntityPlayer.inventory.hasItem(Items.arrow)) { float f = (float)j / 20.0F; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { return; } if (f > 1.0F) { f = 10.0F; } EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F); EntityArrow entityarrow1 = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F); EntityArrow entityarrow2 = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F); double pos1x = entityarrow1.posX + 0D; double pos1y = entityarrow1.posY + 1D; double pos1z = entityarrow1.posZ + 0D; entityarrow1.setPosition(pos1x, pos1y, pos1z); if (f == 1.0F) { entityarrow.setIsCritical(true); entityarrow1.setIsCritical(true); entityarrow2.setIsCritical(true); } par1ItemStack.damageItem(1, par3EntityPlayer); par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (flag) { entityarrow.canBePickedUp = 2; } else { par3EntityPlayer.inventory.consumeInventoryItem(Items.arrow); } if (!par2World.isRemote) { par2World.spawnEntityInWorld(entityarrow); par2World.spawnEntityInWorld(entityarrow1); par2World.spawnEntityInWorld(entityarrow2); } } }

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