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Choonster

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Everything posted by Choonster

  1. Minecraft assumes that every block is an opaque cube by default, so it doesn't render the adjacent block faces. Override Block#isOpaqueCube to return false to fix this.
  2. Yes. The client loses the attribute (which may be a Vanilla bug, I'm not sure), but the server retains the correct value and re-syncs it to the client.
  3. It sends the packet to all players whose clients are tracking the entity (i.e. all players within X blocks of it) as well as the entity itself (if it's a player).
  4. I'm pretty sure this method worked in 1.12.2, the linked code is for 1.14.4 but I haven't tested it yet.
  5. It should be possible to overwrite the existing behaviour simply by calling DispenserBlock.registerDispenseBehavior with your IDispenseItemBehavior. If you want to delegate to the existing behaviour, you'll need to use reflection to access DispenserBlock.DISPENSE_BEHAVIOR_REGISTRY and fetch the existing behaviour before overwriting it.
  6. This should have been fixed by this PR (merged in Forge 1.14.4-28.1.92). The dispense behaviour now checks for any flammable block and calls Block#catchFire instead of calling the static method.
  7. If you're using DeferredRegister, you don't need to use @ObjectHolder at all; the returned RegistryObject is internally registered as an ObjectHolder and as such is automatically updated with overrides.
  8. One way is to use a method that always returns null but suppresses IDEA's warnings, like this: method, usage The newer way is to use the DeferredRegister system that was introduced relatively recently. I've started updating to this, but it doesn't look like I've pushed any of my changes to GitHub.
  9. You can see how I remove recipes according to various conditions here. The recipe maps are immutable, but the fields storing them aren't final.
  10. It looks like Vanilla extends JsonReloadListener for recipes (RecipeManager), advancements (AdvancementManager) and loot tables (LootTableManager).
  11. @Mod.EventBusSubscriber only registers static @SubscribeEvent methods, your onPlayerJoin method isn't static. See the documentation for more details.
  12. You need to create a literal argument (Commands.literal) for "string" and call requires/then/execute on that as necessary and do the same for "player". In your main command registration (where you call CommandDispatcher#register), create a literal argument for "testcommand" and call then on it with the result of each literal method chain. If string and player are more like separate commands than modes of the same command, you can move each sub-command into its own class with a static method that returns an ArgumentBuilder<CommandSource, ?> (the result of the literal method chain) and call these methods in the then calls of the main command registration. See ForgeCommand or my TestMod3Command for examples of this.
  13. Remove the REGISTRYDUMP log marker from your run configurations in the minecraft > runs section of build.gradle and then re-run the genIntellijRuns or genEclipseRuns task to re-generate the IDE run configurations. For a less-permanent option, you can edit your IDE's run configurations directly instead.
  14. If you look at the references of PhantomEntity and EntityType.PHANTOM, you'll see that Phantoms are spawned by the PhantomSpawner class. This checks Stats.TIME_SINCE_REST for each player, which is incremented every tick while the player isn't sleeping in PlayerEntity#tick.
  15. All you need to do is override Block#getStateForPlacement to return the state with the FACING property set based on the BlockItemUseContext. You don't need to override Block#onBlockPlacedBy or set the state in the World.
  16. Currently, you need to create your own Feature implementation that does the same thing as OreFeature but can be configured to replace your desired block. If/when this pull request is merged, all you'll need to do is create a new FillerBlockType that matches the block you want to replace.
  17. getFacingFromEntity doesn't appear to exist in Vanilla/Forge. Is it your own method? You should be using Block#getStateForPlacement to determine the placed BlockState, this provides you with an instance of BlockItemUseContext which has the BlockItemUseContext#getNearestLookingDirection method to get the facing from the entity placing the block.
  18. I have a chunk capability that stores an energy value for each chunk. The Capability.IStorage implementation calls ChunkEnergy#setEnergy when reading from NBT, this in turn calls ChunkEnergy#onEnergyChanged which sends a packet to update all clients tracking the chunk with the new energy value. In 1.12.2, I used World#isBlockLoaded before getting the Chunk from the World to prevent an infinite recursion scenario where loading the chunk attempts to load the chunk. In 1.14.4, I'm using IWorld#chunkExists instead; but this returns true even when the chunk is being loaded. If I then call World#getChunk while the chunk is being loaded, this seems to result in a deadlock where the chunk loading never completes and the world never loads. The code on GitHub currently uses world.getChunk(x, z), but I've tried calling world.getChunk(x, z, ChunkStatus.EMPTY, false) just to see if it will return null or an empty chunk and this results in the same deadlock. It seems like I could use ChunkHolder#func_219299_i and ChunkHolder#func_219278_b to get the ChunkStatus of a chunk, but there don't seem to be any public methods to get a ChunkHolder and I'm reluctant to use internal APIs if there are public APIs available. Does anyone know if there's a way to determine whether a chunk is fully loaded without causing a deadlock if called during chunk loading?
  19. The closest equivalents I can see are World#func_225319_b or WorldRenderer#markBlockRangeForRenderUpdate, though a lot of places that used to call World#markBlockRangeForRenderUpdate don't seem to call anything in its place now.
  20. Forge's fluid system (including the forge:fluid model) was removed in 1.13 due to large changes in the Vanilla fluid system. Forge's new fluid system is still being worked on, you can see some of the progress in this PR and KingLemming's fork. Until then, you could look at Vanilla's waterloggable blocks (IWaterLoggable) where the block can exist in the same space as a fluid (usually water). Extended states were replaced by the model data system in this PR.
  21. AbstractFurnaceTileEntity stores its IRecipeType (BLASTING, SMELTING or SMOKING) in the protected AbstractFurnaceTileEntity#recipeType field, so you could use reflection to access this instead of using those instanceof checks. This would also handle any modded furnace that extends AbstractFurnaceTileEntity.
  22. You'll probably have to wait until Forge's fluid system rewrite is completed, I'm pretty sure the Vanilla system only really supports water.
  23. Bus.FORGE is the default, so it doesn't need to be specified manually.
  24. It was made public again in this PR (1.14.4-28.0.37). Update Forge.

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