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Choonster

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Everything posted by Choonster

  1. Now that IRecipes are in a Forge registry, you can override an existing IRecipe simply by registering a new one with the same registry name.
  2. Minecraft couldn't find an item model or blockstates variant for the Items tut:itemtutitem and tut:tutblock. Minecraft couldn't find a blockstates file for the Block tut:tutblock. Are you sure your JSON files have the right names and paths? Have you set up your IDE project as per the documentation?
  3. It's worth noting that you can use an OreIngredient (forge:ore_dict) in any recipe now, not just Forge's ore recipes (forge:ore_shaped and forge:ore_shapeless).
  4. Using Material.WATER does allow the model to be rendered with water surrounding it, as I explain here: A screenshot of the effect (with Night Vision and Water Breathing active):
  5. Registering the models in common code will crash the dedicated server, but it should work in single player. Something's causing the iron_tank model to be treated differently to the iron_tank_stacked model (it's loaded but not baked), but I haven't determined what that is yet.
  6. As I said, it's the fml-client-latest.log file in the logs directory, which is in the game directory. You can open the game directory by selecting your profile in the "Launch options" tab of the launcher and then clicking the "Go to folder" button next to the "Game directory" option. I don't think Gist or Pastebin support FTP, just upload the log via the Gist or Pastebin website.
  7. You can open the Minecraft game directory by selecting your profile in the "Launch options" tab of the launcher and then clicking the "Go to folder" button next to the "Game directory" option.
  8. The /time command only changes the world time (WorldInfo#worldTime), not the total world time (WorldInfo#totalTime).
  9. Post the FML log from the client (logs/fml-client-latest.log in the game directory) and the dedicated server (logs/fml-server-latest.log in the server directory) using Gist or Pastebin.
  10. Override Block#getCollisionBoundingBox to return Block.NULL_AABB instead of overriding Block#getBoundingBox.
  11. According to MCPBot, IBlockSource#func_189992_e was renamed to IBlockSource#getBlockState in 1.10.2 on 2016-06-28.
  12. Post the FML log (logs/fml-client-latest.log in the game directory) using Gist or Pastebin.
  13. The download links on the files page will take you to AdFocus, which displays a black header with the Forge logo, the text "The content below this header is an advertisement. After the count-down, click the Skip button to the right to begin your Forge download.." and a countdown. As the header text says, the rest of the page is an advertisement; don't click on it. Only click the Skip button in the top-right of the page when the countdown finishes.
  14. Don't open the JAR files, copy them to the mods directory in the Minecraft game directory.
  15. Post the FML log (logs/fml-client-latest.log in the game directory) using Gist or Pastebin.
  16. Indeed, there aren't any model/texture errors in the log. Please update your Git repository with the latest version of your code, I'd like to debug this locally.
  17. Override Item#shouldCauseReequipAnimation.
  18. The FML log (logs/fml-client-latest.log in the game directory) should say why the textures aren't working, please post it using Gist or Pastebin.
  19. Item models loading from blockstates files is a Forge addition, Minecraft itself doesn't allow it.
  20. I found the issue: glass_bottle_chaos_essence.json uses the Forge blockstates format, but it's located in models/item so Minecraft tries to parse it as an item model rather than a blockstates file. It doesn't have the "parent" or "elements" properties, so it gets parsed as a model with zero elements (annoyingly, Minecraft doesn't detect this as invalid and throw an exception). Since there's zero elements, there's nothing for Minecraft to render and the item appears invisible. You need to move glass_bottle_chaos_essence.json to the blockstates directory. As I said in my previous post, you also need to move standard_item.json to models/block (or a subdirectory) to it can be used by blockstates files. It should also extend minecraft:item/generated instead of copying it. Another issue I noticed is that you're passing null as the CreativeTabs argument of Item#getSubTypes even though it's marked as non-null (by the @ParametersAreNonnullByDefault annotation applied to all vanilla packages). Your IDE should warn you about nullability issues like this. Use CreativeTabs.SEARCH as the default tab for Item#getSubTypes. I also recommend annotating your event handler classes with @Mod.EventBusSubscriber rather than manually registering them with the Forge event bus, but this isn't required.
  21. I can't really help you with rendering specifics like this, all I can suggest is looking at ForgeBlockModelRenderer#renderModelFlat/ForgeBlockModelRenderer#renderModelSmooth (called by BlockModelRenderer#renderModel) to see how they render block models.
  22. Get its texture with BakedQuad#getSprite. This is a TextureAtlasSprite, a sprite on the block/item texture atlas (like IIcon).
  23. That's a "random" number derived from the BlockPos, use MathHelper.getPositionRandom to calculate it.
  24. Yes, you should use it too. Use Minecraft#getBlockRendererDispatcher to get the BlockRenderDispatcher instance.
  25. As I said, look at BlockRendererDispatcher#renderBlock.

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