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DBLouis

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Everything posted by DBLouis

  1. Hi! When a method is annotated with @SideOnly, is it applied to overridden method as well ? Should I add the annotation anyway, for clarity ? Thanks in advance
  2. Hi! How can I get rid of this error : MultiModel minecraft:builtin/missing is empty (no base model or parts were provided/resolved) I think it's due to the fact that there isn't a default model in the blockstate file : Thanks in advance
  3. I probably should have explain the purpose of this at the beginning The dedicated server must send some settings to the connected clients : recipes, block hardness and resistance ... This is dedicated server behavior only, not integrated.
  4. Ok so what you're saying is if the player is an EntityPlayerMP, then I'm on the server side of a dedicated server for sure, that's it ?
  5. I don't need ServerConnectionFromClientEvent then. How can I check that the server is dedicated ? I want to exclude the integrated server case. I need an EntityPlayerMP to call a method, so I have to cast, but I think it's safe if I checked on what side I am before.
  6. How can I get the PlayerLoggedInEvent from ServerConnectionFromClientEvent ? EDIT: Like this ? @SubscribeEvent public void onPlayerLoggedIn(PlayerLoggedInEvent event) { if (event.player.isServerWorld()) { EntityPlayerMP player = (EntityPlayerMP) event.player; ... } }
  7. Hi, I'm looking for an event that Forge is firing when a player connect to the server. Everything I found on Google is old stuffs ... EDIT : I found this : FMLServerAboutToStartEvent It says "Called after FMLPostInitializationEvent on the dedicated server, and after the player has hit "Play Selected World" in the client", but I wanna be sure if this is also fired when connecting to a server.
  8. I'm not using FMLLog, so I should be able to set my Logger level. Everything I tried do not seems to affect it.
  9. Hi! Where do I have to place the logging.property file? In the doc of FMLPreInitializationEvent#getModLog() it says config/, but where is it ? Is it the config folder of the mod ? Thanks in advance
  10. Hi, I'm looking for a way to obtain Forge current loading state (pre-init, init ...). Thanks in advance
  11. Thanks. I found it, it's in the method TileEntityFurnace.getItemBurnTime(). It's hardcoded, so no constants. Too bad ...
  12. Hi, I'm looking for the smelting time values of vanilla items in Minecraft sources, where are they located ? Thanks in advance
  13. Hi, do I need to put the variants in the json file in a specific order ? Like the one in createBlockState() or alphabetical maybe ? Thanks in advance
  14. Oh thanks That was it ! Has it always been in the preinit ?
  15. Still not working ... Here is the blockstate file : And the call : for (int i = 0; i < NB_VARIANTS; i++) { String variant = block.getVariantProperty().getName() + "=" + block.getVariantName(i); ModelLoader.setCustomModelResourceLocation(item, i, new ModelResourceLocation(item.getRegistryName(), variant)); }
  16. Without brackets ? And that's the only method I have to call to set the itemblock model ?
  17. Ok thanks. I mean forge (or minecraft) could just use the blockstate json file to find the model. It literally says : "for this block and this variants, use this model". I don't see why we have to say it another time in the code, seems redundant ...
  18. It's not working without that line. The block's items don't have texture now. And Forge is still looking for model like "undergroundbiomes:igneous_stone#inventory". Also I don't understand why this is necessary at all, because all the needed information is in the blockstate json file : Why do we have to specify the location of the itemblock model ?
  19. Hi, I'm currently updating a mod (Underground Biomes) from 1.8 to 1.10. I'm am having issues with itemblock models. I have several type and each of them have 8 variants that I register like this : protected void registerModel() { for (int i = 0; i < NB_VARIANTS; i++) { ModelResourceLocation location = new ModelResourceLocation("MODID:name_variantname", "inventory"); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, i, location); ModelLoader.setCustomModelResourceLocation(item, i, location); } } Forge keeps trying to register the item without variant (I think) but it shouldn't exist. Maybe I don't use ModelResourceLocation correctly. Is there a specific syntax to follow for resource path ? Should I put the variant name like that : new ModelResourceLocation("MODID:name", "variantname"); Any ideas ? Thanks in advance !
  20. I have tested a lot of things, nothings works. When you say "cast to IRetexturableModel (with checking)" can you show me an example. Because in every cases, I end up with a exception Do I have to implement an IRetexturableModel ? Or can I use the class Wrapper in B3DLoader ?
  21. Yes but not dynamically. The mod generates all ore/rock combinations
  22. I have just updated to 1.8 - 11.14.4.1563 and there are some changes : Ambient occlusion seems to work but not always, the block on the grass are too dark and the items are all black

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