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Choonster

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Everything posted by Choonster

  1. IExtendedEntityProperties was deprecated in favour of the Capability system in 1.8.9, it's now been removed completely in 1.9. For examples, you can look at the capabilities provided by Forge ( CapabilityItemHandler and CapabilityAnimation ), the capability test mod or my own mod's capabilities (API, implementation).
  2. There's no way to intercept chat messages on the client before they're sent to the server without some ASM or possibly messing around with Netty to intercept the packet. Why not just create an ICommand and register it with ClientCommandHandler .
  3. It's not directly related to your problem, but you may want to consider moving your inventory to the IItemHandler capability. This will allow the inventory to be stored in memory and only read from/written to NBT when needed instead of having to read/write every time you want to do something.
  4. Forge hasn't yet added support for modded SoundEvent s, see this issue.
  5. Your log is almost unreadable, but it looks like you tried to use a client-only class on the server. It also looks like you're using MCreator, which we can't help you with. These articles explain why you shouldn't use it. If you want help with MCreator, ask on its forum. If you decide to develop a mod properly and want help with an issue or want help with an issue unrelated to your own mod, use Gist or Pastebin to post logs (the full FML log from the logs folder, not the console output) and code with syntax highlighting. To get syntax highlighting on Gist, give each file the appropriate extension (.java for Java code). To get syntax highlighting on Pastebin, select the language from the dropdown at the bottom of the page. It's much easier to read code with proper formatting and syntax highlighting.
  6. You can probably use IPerspectiveAwareModel for this, but I don't know enough about it to help you much further.
  7. Most event fields were made private with public getters in 1.9-12.16.0.1805. Use the getters.
  8. Did you not read the big red text at the top of the site's home page telling you to post your FML log? We can't help you without seeing the log, so upload it to Gist and link it here. The Modder Support section is for help developing mods. The Support section is for help using mods. Your thread should be moved there shortly.
  9. AE is open source, have you tried looking at how it manages its networks?
  10. It turns out that FMLNetworkEvent.ClientConnectedToServerEvent is fired before the client player is created and the server has finished the handshake process, so you can't use Minecraft#thePlayer or send packets. What you can do is have a separate event handler for EntityJoinWorldEvent that you register from the FMLNetworkEvent.ClientConnectedToServerEvent handler. When the client player joins the world, send the chat message and then unregister the event handler. I've written an example of this here.
  11. You have two copies of Tinkers' Construct installed. The Modder Support section is for help developing mods. The Support section is for help using mods. Your thread should be moved there shortly.
  12. Unfortunately, I can't help you with that. I suggest looking at the changes in vanilla's renderers, searching for forum threads relevant to the topic and/or waiting for someone who knows the rendering system to post.
  13. The second argument of the RenderFireball constructor is the scale to render the fireball at, it's not a unique identifier of any kind.
  14. This is what the enchantment table does, so it is indeed possible. Just set the block's model to the basic cube using the standard model system and have your TESR render the hologram above it.
  15. That should work, since it's the same method used by the chat GUI to send chat messages to the server. Does it work if you send some text that isn't a slash command?
  16. It looks like this has been fixed in commit 90758f8, available as version 1.9-12.16.0.1813.
  17. Use EntityPlayerSP#sendChatMessage to send a chat message packet to the server.
  18. The FML bus has been merged with the Forge bus now, so FMLCommonHandler#bus is deprecated; though it will still work since it returns a reference to the Forge bus. If the command doesn't exist, ClientCommandHandler#executeCommand will return 0; it won't throw an exception or send a chat message. Is this command supposed to be handled on the client or the server? If it's a server command, you need to send a chat message packet to the server with the command in it.
  19. Your title is unclear. Did you have OptiFine installed when this crash happened? Does it happen without OptiFine?
  20. FMLNetworkEvent.ClientConnectedToServerEvent or EntityJoinWorldEvent should work, though there's something to note about each event: All sub-events of FMLNetworkEvent are fired on the Netty thread, so you need to schedule a task on the main thread using IThreadListener before you can safely interact with normal Minecraft classes. This is explained in slightly more detail here. EntityJoinWorldEvent will be fired for every entity that joins the world and will also be fired when the player respawns or changes dimension. PlayerLoggedInEvent is only fired server-side, so it can't be used by a client-only mod in multiplayer (it will work in single player because the integrated server is running in the same JVM process as the client). Use ICommandManager#executeCommand to execute a command. The ICommandManager for client commands is stored in the ClientCommandHandler.instance field.
  21. If you look at ItemBow and the assets/minecraft/models/item/bow.json model, you'll see that they use the new property override system to switch the model when the bow is pulled.
  22. Look at how GuiScreen#openWebLink opens the URI it's given.
  23. Assets go in src/main/resources/assets/<modid>/....
  24. IBakedModel now has the functionality of ISmartBlockModel / ISmartItemModel built in, so Forge's interfaces were removed. See this thread for more details.

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