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hoodwink_dude

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Everything posted by hoodwink_dude

  1. To reduce the overall code I have to write for my 20+ items I am creating. Modularising and reusing code is the most effective way of coding as it A) Reduces the final program's file size B) Reduces the overall amount of typing you have to do C) Allows you to reuse the modules and functions in future projects D) Reduces the amount of memory (RAM) used as the instructions of the method are created only once per instantiation. GameRegistry.registerItem will require quite a lot of machine code instructions. By reducing the amount of times it is stored in memory, it will make memory usage much more stable. It is also why I avoid static as much as physically possible. IDK why notch didn't consider all of this in the early days as it would require a complete recode to properly optimise the code
  2. Basically, ultraIron is defined as public static Item ultraIron; and the BasicItem method is public BasicItem( String unlocalizedName ) { super(); this.setUnlocalizedName(unlocalizedName); this.setCreativeTab(CreativeTabs.tabMaterials); }
  3. private void regItems(Item item) { GameRegistry.registerItem ( item = new BasicItem( /* Here I want to have the identifier of item in string form*/ ) , /* Same here */); } The mod is being made in 1.8.9 An example is my mod item ultraIron (the variable identifier of the item passed) private void regItems(Item item) { GameRegistry.registerItem ( ultraIron = new BasicItem( "ultraIron" ) , "ultraIron" ); } I am very cautious of .toString() as during my time of programming, the method .toString() has been thrusted upon me while being told that it should always be reimplemented when a need for it comes as it is a default and crappy template for the method.
  4. If it turns out to be a useful mod for us then I might release it and update to the other versions but for now, it will just be for 1.8.9
  5. Yeah I am. And why update to 1.10 when the mod is basically for me and my brother to use in survival with other mods.
  6. It is going to be in Minecraft 1.8.9 so... yeah. Better for the blocks because of the models thingy
  7. OreDictionary? How would that make it so that eg the refined Iron Ingot is recognised as compatible with vanilla Iron Ingot?
  8. It is going to do the same thing. Like I said, I want them to work in unison. It would be ideal for it to be compatible with things from other mods that require the materials but not completely necessary.
  9. No, I am trying to make 'refined' versions of the items. It is so that it will be possible to get more from minerals but I don't want to remove the current mineral functionality as it would make it harder for survival. I would want give my custom items the abilities/functions of the existing ones so they can be used in unison. So for example: Iron pickaxe: I = vanilla iron ingot, R = refined iron ingot, s = stick I R I R I R R R R I I I S S S S S S S S As you can see, I want it so that it can be mixed and matched.
  10. I am trying to make a refining mod and so I will be making it so that the ores can be refined to produce more end ingots/minerals. This is going to prove challenging with refining redstone so I was wondering if there was a way to implement the functionality of vanilla redstone into the custom redstone I am making. I was thinking it might be something like making a class that interfaces/implements the redstone class. Please remember that I am not an advanced modder and so base class editing is going to have to be the last resort. Also, I will want to add the functionality (eg crafting usage for iron etc, dye colour for lapis lazuli) of the items Thanks in advance and would love a soon response as I am making the textures I need so I need to know whether I can do all this or not
  11. why isnt there a javadoc on the forge files page for the newest version of forge 1.7.10? im using 1.7.10 for modding but im fairly new so the documentation will be handy but there isnt the documentation for the latest forge 1.7.10. Why???
  12. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2139536-wall-painter-1-5-4-now-items-are-also-paintable This doesn't use a core mod. Maybe finding out how they render the paint will help with overlays
  13. So how would I be able to render ontop of blocks using RenderWorldLastEvent
  14. So how will that help with overlays of blocks
  15. I cannot access forge documentation on my android phone and I don't get on my laptop whenever I want so it would be extremely useful if the documentations were in pdf form or something else that was accessible on various platforms other than just desktop
  16. What does RenderWorldLastEvent do
  17. Did you have a look at the easy redstone mod I directed you to as then you'll see what I'm talking about with my question. I want to add overlays to blocks when they reach a certain criteria
  18. I want to port a mod to forge and I'm getting help from an experienced modder but neither of us have any clue as to how to add overlays to blocks. The mod I'm trying to port over is found on a minecraft forum page and you can get to it by googling "easy redstone mod". Please help
  19. theres nothing in the build folder that resembles any minecraft source. This log is from the initial run. it was from a fresh download
  20. http://pastebin.com/DUr5wEFm here is the log of the "gradlew setupDecompWorkspace --refresh-dependencies"
  21. java version 1.8.0_51

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