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Asweez

Forge Modder
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Everything posted by Asweez

  1. Oh ok I looked into the code for playAuxSFX and it will actually spawn those particles along with playing the sound. Just look at how it spawns the potion effect particles in RenderGlobal to see how to spawn them yourself.
  2. Umm, that block of code plays a sound effect. That doesn't define any textures. Textures would be defined in the Renderer for your entity. Look at how snowballs render to see how that works. As for custom sounds, look up how to use custom sounds in your mod. Then on the onImpact method of your EntityThrowable play that sound.
  3. Asweez replied to Silly511's topic in Modder Support
    No one is just going to give you code for your mod. You have to write the code.
  4. That doesn't work either...
  5. Two pointers: 1) I suggest that you learn how to make basic mods first and learn all of the basics before you start all of this stuff because you will probably be lost otherwise. It is extremely helpful to have experience. 2) What exactly are you trying to do with your clearlag function? Be specific in what you are trying to do so we can help you. And just to be clear, this is not a forum where people will just give you code and essentially make your mod for you, we help to you to figure it out yourself.
  6. Ok I've done some more testing and tweaking, but still no luck. I found that the error is that shadowJar can't find Gradle's JavaPlugin class. Here is my build.gradle, what am I doing wrong?
  7. Is the relocate necessary? If so, how do I know the name of the thing I relocate, because the jar you relocate (relocate 'name') is not the same as the maven identifier.
  8. So when I build it, I get this error: Here is my build.grade: Not sure what the error is.
  9. Is this the maven identifier? compile group: 'edu.cmu.sphinx', name: 'sphinx4-core', version:'5prealpha-SNAPSHOT' compile group: 'edu.cmu.sphinx', name: 'sphinx4-data', version:'5prealpha-SNAPSHOT'
  10. Thanks! What is the maven identifier?
  11. So just throwing the libs into the folder then compressing it and renaming to make it a jar didn't work, if there was another way that I was supposed to do it let me know. As for shadowJar, does the example from Edit 2 show and example of how to use shadowJar? I can't interpret the stuff in build.gradle, it just makes no sense to me, so could you explain it? Thanks
  12. No it's not a @Mod, and I want to include it in my compiled mod.
  13. Look at the Minecraft fireball and how that renders, that should give you an good idea of how to render your fireball.
  14. Ok I did that, but still nothing. I right clicked on Minecraft, then Properties, then added JARs to libraries, under Java Build Path. I have a libs folder in my root folder and both jar files are there, but I get the same error. Would I possibly need to add anything in the mcmod file? What am I doing wrong?
  15. Tried doing that, didn't work. Still get NoClassDefFound error
  16. Do I reference those things by putting them in the java build path for Minecraft?
  17. Do you mean the folder that contains src/main or the src/main/Java/com/stuffandthings?
  18. The thing is that there are so many required classes that I have to basically copy the entire library. But several of the necessary classes need Apache Commons math classes. So I would have to use those too (and those use a bunch of stuff from the rest of the math library). But if I add this sphinx core and data jar files to the java build path, everything works fine. So do I copy all those classes into my project or is there another way?
  19. I use Sphinx4 in my mod and I don't know how to get it to be included in the builded jar file for my mod. Whenever I run the jar I get a NoClassDefFoundError for one of the classes from the library. How do I make my mod reference the jar and build it with the mod?
  20. I want to give the player an item when they first join a world and not any time after that, but there doesn't seem to be an event for that. EntityConstructing event is called before the player's inventory is initialized, so I can't add anything to that. PlayerLoggedIn is called every time they log in, not only the first time. How do I do this?
  21. Could I just have an isFlipped property in the IExtendedEntityProperties that is set to true when the entity has the potion and false when is doesn't? Then the client would get the isFlipped property and determine whether or not to flip it.
  22. But how does the player specify which entity to attack through the AI?

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