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FredTargaryen

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Everything posted by FredTargaryen

  1. Yes I was thinking of when the world sets water to ice automatically. I was worried someone would mention ASM; don't think I'm experienced enough to safely use that. Thank you both!
  2. Thanks. That's what usually happens but a few times, I'd load IntelliJ and the decompiled code just wouldn't be available. I suppose that's because of a problem with the project file.
  3. It sounds pretty destructive, and from what I've seen and read it's not possible, but can anyone confirm whether you can do this? Specific case: When a water block is set to ice I would like to occasionally set it to my custom ice block instead. Thanks for reading.
  4. Running gradlew setupDecompWorkspace --refresh-dependencies hasn't produced any Minecraft source code and finishes in about one tenth of the usual time! Output: I replaced everything except .git, .gitignore and src before running it. Any idea what's going on? Thanks for reading.
  5. I used to use ModelLoader.setCustomStateMapper() to map my custom blocks to vanilla models, but that stopped working. In the changelog I found... Build 1.8-11.14.3.1483: bernhard.bonigl: Fix StateMap always mapping properties to the "minecraft" domain instead of the mods, causing it to not find BlockState definitions. which I was relying on! Does anyone know the best way for me to specify that I want the "minecraft" domain? Thanks for reading.
  6. Thanks everyone! Clearly my finger has not been on the pulse for a long time.
  7. Hi, Whenever I try to access cauldron.minecraftforge.net, I get the "502 Bad Gateway" message. Is there someone I can contact to get this dealt with? Thanks for reading.
  8. I got this when I closed my GUI. But here's the GuiTeleport file: So I don't understand what I could have done wrong... Please can someone help? Thanks for reading.
  9. Solved! I needed this: @Override public void handleMouseInput() { try { this.scrollWindow.handleMouseInput(); super.handleMouseInput(); } catch(IOException e) { e.printStackTrace(); } }
  10. Figured it out: The problem was to do with the blocks - I thought it was a TE thing because the error happened during a TE method. When breakBlock is called, the block in question has already been set to air. However the previous block is in the state parameter, so instead of using world.getBlockState(pos) (as I did in the removeLocation method), I should have used state. Thanks anyway!
  11. I don't understand this at all. As far as I can tell I'm using the same technique as vanilla tile entity blocks, but I get the following error whenever I break the block: Cannot get property PropertyDirection{name=facing, clazz=class net.minecraft.util.EnumFacing, values=[north, south, west, east]} as it does not exist in BlockState{block=minecraft:air, properties=[]} And then nothing happens. Block breaking code: @Override public void breakBlock(World w, BlockPos pos, IBlockState state) { TileEntityFireplace tef = (TileEntityFireplace) w.getTileEntity(pos); if (tef.getConnected()) { TileEntityFireplace.removeLocation(w, pos); } w.removeTileEntity(pos); } This code worked in 1.7.10 but not in 1.8. What do I need to change? Thank you for reading.
  12. Since I started porting to 1.8 the GuiSlot I created doesn't seem to react to mouse input. What do I need to change for this to start working again? Code if needed: Thank you for reading.
  13. I copied my working 1.7 code over to 1.8 and made the necessary changes to get rid of the errors, but in-game, the quad I want to draw just doesn't appear. Does anyone know what change I need to make? Code: @Override public void renderTileEntityAt(TileEntity te, double x, double z, double something, float somethingElse, int somethingElser) { ItemStack stack = ((TileEntityFloowerPot)te).getStackInSlot(0); if(stack != null && stack.stackSize > 0) { GL11.glPushMatrix(); BlockPos pos = te.getPos(); GL11.glTranslated(pos.getX(), pos.getY(), pos.getZ()); Tessellator t = Tessellator.getInstance(); WorldRenderer r = t.getWorldRenderer(); r.startDrawingQuads(); this.bindTexture(DataReference.powderRes); double level = (((float)stack.stackSize / 64) * 0.3125) + 0.0625; r.addVertexWithUV(0.625, level, 0.625, 1.0, 1.0); r.addVertexWithUV(0.625, level, 0.375, 1.0, 0.0); r.addVertexWithUV(0.375, level, 0.375, 0.0, 0.0); r.addVertexWithUV(0.375, level, 0.625, 0.0, 1.0); t.draw(); GL11.glPopMatrix(); } } Thanks for reading.
  14. Thanks a bunch! The Gradle stuff didn't work for me so I just went back to IDEA 13.
  15. I don't known a thing about gradle. Do I need to put all of the processResources.doLast thing in processResources, or replace it?
  16. Forge on IntelliJ Idea has been giving me a bit of grief lately. It started when my recently-added GUI background and block texture appeared as those pink and black squares, and the block name wouldn't localize either. Forge even said "forge.client.shutdown.internal" when quitting. I know the code is fine because a) it's done the same as all the others, which worked; b)it works on my 1.7.2 folder which this folder is a copy of; c) I built a jar, ran it and everything was fine. I asked around on the Minecraft forums and google, and decided to just reinstall forge, delete my cache thing and do a gradle cleanup and setup. Now, all of my custom textures appear as the pink and black squares, and none of the custom blocks or items are localized! I'm not posting any logs because if I get any error messages, it's the standard "Failed to load texture" one, which frustratingly points to the exact location the files are in. What have I done wrong? Thanks for reading.

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