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ThexXTURBOXx

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Everything posted by ThexXTURBOXx

  1. Ok... I found out, that you have to return "true", if you want the animation *not* to be played, which doesn't make sense in context of the function being called "shouldCauseReequipAnimation"... Seems like a bug
  2. Not good, well, then I have to correct everything Thanks for helping though!
  3. Hmm... The items are not transformed the right way, if they are in the offhand slot. I need to transform Every item, which is nearly suicide. Right now, I always cancel everything, if the item is in the offhand. The Transformation nevertheless looks terrible. I just dont want the item to be in the offhand slot
  4. https://github.com/ThexXTURBOXx/Reforged/blob/1.11.2/java/org/silvercatcher/reforged/gui/ReloadOverlay.java#L96 There's what I use to draw a rectangle exactly over the wanted slot in the hotbar, you just need to change the position a little bit, then it should work for you, too
  5. Hello community, is there a way to make a item invalid for use in offhand, so, that you can't even get it into the offhand-slot? Do I have to cancel the keypress-event for the "hand change"-keybinding and cancel it for the slot-change in inventory or is there an easier way (such as isItemValidForSlot in the Item-class, which I didn't find yet...)?
  6. Uhm... Well, that's not good. I create an issue on GitHub for this, because I think, that would be good tho
  7. https://github.com/ThexXTURBOXx/Reforged/blob/1.11.2/java/org/silvercatcher/reforged/items/weapons/ItemCrossbow.java Everything is there (I didn't push the override though).
  8. Hello community, I'm updating an item's NBT every tick to have something like a "timer". Is there a way to do this without the item "shaking"? Shaking = When you update the item's NBT, the player shakes it for a little moment (I think, you know, what I mean). I hope, you can help Thanks in advance, Nico M.
  9. Oh my god, thanks! I thought, it would already be there This was just silly from me, thanks
  10. Hello community, I tried to port my mod "Reforged" to 1.11.2 (from 1.8.9) and I need help getting the Renderers working: https://github.com/ThexXTURBOXx/Reforged/blob/1.11.2/java/org/silvercatcher/reforged/render/RenderBoomerang.java It just renders a grey cube as there would be no Renderer, but I made a IRenderFactory, which returns an instance of this Renderer in the method "createRenderFor". Thanks for your help in advance and have a nice day, Nico M.
  11. Hello guys, I want to make a "2D-World-Generator". Here is my current code: https://github.com/ThexXTURBOXx/2DCraft Nearly everything works, BUT: - Some (only VERY few) trees generate completely and I have no idea why - I don't think, it's a good idea to replace every block on its own here (and on some other places in the class): https://github.com/ThexXTURBOXx/2DCraft/blob/master/java/de/thexxturboxx/twodcraft/gen/TerrariaChunkGenerator.java#L62 I think, it's very resource-intensive... Are there better methods to do this? Thanks in advance, ThexXTURBOXx (Nico)
  12. Thanks, your code and diesieben007's help fixed my problem, thanks! ^^ EDIT: I didn't copy anything from your code btw
  13. Hey, I was making a mod, called "Reforged" and I made custom Reach for attacks with specific weapons. Here is my code: https://github.com/TheOnlySilverClaw/Reforged/blob/master/java/org/silvercatcher/reforged/ReforgedEvents.java You just need to replace some smaller parts of my code and then it should work
  14. Now everything besides from the Blocks, when they got placed, works fine, thanks (See my code here: https://github.com/Rustico-Network/RusticoHelper ) But I had to do 2 more steps... I had to register the normal model of the vanilla-item, too. And I had to register the ModelResourceLocation in the ItemOverride-constructor, not a normal ResourceLocation, but thank you very much! I will just let the blocks be the vanilla ones
  15. Have you tried adding "parent":"minecraft:builtin/generated" into the json-file, yet?
  16. I tried further and further, but I can't get rid of this issue It keeps telling me, the png is missing, shows me the wrong path to it and it overrides even the vanilla item's textures
  17. Draco18s is right, learn Java carefully before you start Minecraft coding... But here is, how you should do it: @Override public static void getItemDropped(int par1, Random rand, int par2){ return NEItems.iridium; } Just be sure, you imported java.util.Random not any scala-thingy... P.S.: Read the description of the "Modders Support"-section carefully: This is the support section for those modding with Forge. Help with modding goes in here, however, please keep in mind that this is not a Java school. You are expected to have basic knowledge of Java before posting here.
  18. Try it with the version you set in your build.gradle
  19. Uhm... You need to override getItemDropped and return the item
  20. 100 errors o_O Is your encoding set to "UTF-8"? Is the version of forge in the build.gradle the same like in your workspace?
  21. Hmmm... I know a mod, called "HoloInventory": https://github.com/dries007/HoloInventory You could look, how he made it (with Vanilla Chests) EDIT: This: https://github.com/dries007/HoloInventory/blob/master/src/main/java/net/dries007/holoInventory/client/renderers/RenderHelper.java#L52 should be the method you need (I think, you can remove all the OpenGL-Stuff and replace it with your own OpenGL-Methods, that means all you need )

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