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サムエル

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Everything posted by サムエル

  1. I might be wrong but PositionedSound seems to only play sounds from a location where I want it to play for a player regardless of location. If you actually just meant MovingSound then it would make more sense since you suggested MovingSound in the first place. If you did mean PositionedSound, how do I get it to follow the player?
  2. So I also need the TileEntity to do this? Since they both have update, why do I need both?
  3. So I replaced the tile entity with a movingsound and I can't get anything to play. I'm also not sure how to get the preloop to work with this without a seam but for now I just want to be able to get it to play the looped portion. Can anyone see what I did wrong here? I couldn't find anything online about registering movingsounds so if they actually do need to be registered then that's likely part of my problem if not the whole problem. MovingSoundChaosLabyrinthBGM.java
  4. Thanks! I can't work on it now but I'll definitely try when I can. Also, do you know if MovingSound can override the background music or not?
  5. So I'm working on a mod that generates a huge (32 x 32 x 32) maze and I want it to have custom background music for added atmosphere. I have achieved this by creating a block at the entrance that plays the pre-loop part when a player touches its bounds and then the tileEntity it creates handles the looped portion from there on. The problem is that there is a short but clear seam between each playSound and it ruins the atmosphere. I thought of making playSound() happen before the previous one ends but I don't know how that can be done considering the sound is not synchronized with the amount of times the update() method is fired in the tileEntity. Is there another way to play background music where I can get a consistent amount of ticks or something else that allows the music to always line up seamlessly? On top of that, I have no idea how to keep the default Minecraft music from starting in the middle of my custom music but I'll leave that for another thread unless someone wants to tell me here. Here is my code: (I'm aware there's no code yet to stop the music but I might as well leave it for when I actually know if this is possible) BlockChaosLabyrinthEntrance.java TileEntityChaosLabyrinthEntrance.java
  6. I wanted to do this too a couple days ago and after some research it looked like negative light levels aren't normally possible in Minecraft. I'm not sure if you can do it another way but I've seen a negative light effect achieved by changing gamma levels but I don't know if Forge can even use that.
  7. Yes, I mentioned that everything works fine except the texture so it shouldn't be that. As far as I know, entity textures can't be applied using that method anyway and have to be from a ResourceLocation in the render file.
  8. I'm still looking for a solution to this in case anyone knows, and I would think at least someone here does.
  9. I'm making a mod block called the "chaos block" which will explode suddenly under certain circumstances. When it's set off, it mimics the TNT block and creates an entity EntityBlockChaosPrimed which is very close to EntityTNTPrimed. It also uses its own entity render file called RenderBlockChaosPrimed which is also much like its TNT counterpart. Everything seems to be working fine except that I can't get the texture to show up. I've searched for many hours and tried different methods but so far nothing has worked. I considered making a second blockstate for BlockChaos and using that instead of netherrack in the render file but I don't know how to do that yet and if I can do it with a simple ResourceLocation I'd like to do that. The entity is registered and the rest of the render file works fine so I don't believe that's part of the problem. Here is the relevant code: EntityBlockChaosPrimed.java: RenderBlockChaosPrimed.java: The texture file is located in "assets/chaosblock/textures/entities/" and is named the same as in the render file. Edit: Also, if anyone might be able to tell me how to give this block a custom explosion sound without modifying the regular explosion sound, I'd really appreciate it.
  10. There is no longer an issue with the 'atr' argument and it appears to be working fine now. Thank you all for your help.
  11. I re-ran it and encountered yet another error and since my system language isn't English I will have to translate the error. This one didn't force the program to end but it caused it to get stuck at "Building 65% > :decompile". Edit: Nevermind, it finished... I just wasn't expecting it to get stuck there for like 10 minutes.
  12. I can see that but I don't know where to find that and I've tried googling it.
  13. I tried to run the first line of code "gradlew.bat setupDecompWorkspace" and I get the following error 3 minutes in: I see what's wrong here but I don't know how to fix it.
  14. I'm trying to make a simple block mod and I can't use the GameRegistry.registerBlock method without getting an error because the first argument needs to be an 'atr' type and it's apparent that this class doesn't exist. The same thing goes for GameRegistry.registerItem with the 'alq' type. What's strange is that I can't find even one instance of anyone else having this problem anywhere online. I am using NetBeans but I have also tried Eclipse and got the equivalent error. Does anyone know how I can fix this error and still have my mod work on version 1.8?

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