Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

MikeMacho

Members
  • Joined

  • Last visited

  1. This works but it leads me to another problem. To call setBlockState I need the BlockPos-object for the block. I tried to save it into an attribute in the onBlockPlaced-Method of the Block-class but then the BlockPos-attribute is null after restarting the game. So my question is: Is there some kind of livecycle-method in the Block-class that is called when the game starts and has the BlockPos as a parameter or is there another way to get the BlockPos-object of my block from inside the Block-class?
  2. Thanks for your help. I couldn't find a setState-Method (or any method to change the state) in the Block-class. How would I trigger a state change if had set it up like you proposed?
  3. Hello everybody! I have a problem setting the light level of a block. I'm trying to create a custom lamp. When I turn it on or off the lighting is changing, but not as it's supposed to. There seem to be 2 different types of lighting. One of those is directly affected by calling setLightLevel(float value) (which currently is the only thing I do to change the lighting). The other one changes when I restart the game and sometimes in game, but I can't figure out what it's triggered by. For better understanding of what I'm talking about I have some screenshots: How it's supposed to look when it's turned off: And this is how it is not supposed to look when turned off but sometimes does: How it's supposed to look when turned on: And finally how it's not supposed to look when turned on but sometimes does: Sorry for the long post but I think the screenshots help to make my point. Thanks in advance for any help you can give me!
  4. Thank you very much! This works perfectly.
  5. I tried GuiScreen first. Using GuiContainer was a try to fix the problem since all the examples I found on the internet used GuiContainer. My Problem is not about positioning, it's about the GuiTextField not being displayed at all. I recognized that in all the examples I found on the internet the GuiTextField constructor didn't have the componentId parameter. Is it possible that there was a recent update that causes my problem?
  6. Hi! I have a problem with the GuiTextField. I'm trying to show a GUI to enter a String. But my GuiTextField does not show in the GUI when I open it in the game. Here is my code: [embed=425,349]public class CustomGUI extends GuiContainer { public CustomGUI(Container inventorySlotsIn) { super(inventorySlotsIn); } private int distanceFromLeftSide; private GuiTextField idTextField; @Override public void initGui() { super.initGui(); this.distanceFromLeftSide = (this.width - 256) / 2; //net.minecraft.client.gui.GuiTextField.GuiTextField(int componentId, FontRenderer fontrendererObj, int x, int y, int par5Width, int par6Height) this.idTextField = new GuiTextField(1, this.fontRendererObj, this.distanceFromLeftSide + 10, 30, 236, 15); this.idTextField.setEnableBackgroundDrawing(false); this.idTextField.setMaxStringLength(40); this.idTextField.setVisible(true); this.idTextField.setEnabled(true); } @Override public void drawScreen(int mouseX, int mouseY, float partialTicks) { super.drawScreen(mouseX, mouseY, partialTicks); // this.drawString(this.fontRendererObj, "lalala", // this.distanceFromLeftSide + 10, 30, 0x000000); } @Override protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) { this.mc.getTextureManager().bindTexture(new ResourceLocation("textures/gui/demo_background.png")); this.drawTexturedModalRect(this.distanceFromLeftSide, 20, 0, 0, 256, 256); } @Override protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY) { super.drawGuiContainerForegroundLayer(mouseX, mouseY); this.idTextField.drawTextBox(); } @Override public boolean doesGuiPauseGame() { return true; } } [/embed] Does anybody have any idea why this only shows the GUI background and not the GuiTextField? Any help would be very appreciated. Thanks Mike

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.