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hydroflame

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Everything posted by hydroflame

  1. your tile entity is not being created because your block class is not Overring the method hasTileEntity @Override public boolean hasTileEntity(int meta) { return true; }
  2. is there any plan to start using ResourceLocation with the AdvanceModelLoader class? because right now they are still using String (that they transform into URL)
  3. 1, this is not a board for bugs this is for modding support 2, this is FORGE, we deal with FORGE related problem, gtfo with your bukkit 3, no one will give you code you can simply copy paste if you act like that to those of you who didnt realise yet, yes i hate bukkit
  4. so i only recently started using wavefront in minecraft (not wavefront in general) and i noticed a lot of them wont go through the parser :\ i made it work and everything in dev mode but im not sure about release basicly to create one i use AdvanceModelLoader.loadModel("/assets/models/mymodel.obj"); and that translates to: "mcp/src/minecraft/assets/models/mymodel.obj" in system path now if i keep the same code, where am i supposer to place this model for a real release ".minecraft/mods/mymod.jar/assets/models/mymodel.obj" ? (dont talk to me about techne, wavefront files are WAY better)
  5. public static void onEntityDrop(LivingDropsEvent event) { this method cant be static, it must be member
  6. the vanilla "E" inventory ? you will need a coremod if you want to do stuff like this else im not sure i understand what you're trying to do what i understand: player pick up an item (its in his hand/mouse thing) player hovers over a certain slot player click that slot the gui close what do you want to do with the item in the player hand ? drop it on the groudn, place it in the slot ?
  7. well you might want to try Guff code first. i dont actually have any item in my mod so i dont know for sure but ItemStack(Item.itemID) woudl call: [code]public ItemStack(Item par1Item) { this(par1Item.itemID, 1, 0); } which would in his turn call: public ItemStack(int par1, int par2, int par3) { this.itemID = par1; this.stackSize = par2; this.itemDamage = par3; if (this.itemDamage < 0) { this.itemDamage = 0; } }[/code] meaning second int is the quantity, third is the meta so to get and considering this: //in class BlockWood public static final String[] woodType = new String[] {"oak", "spruce", "birch", "jungle"}; public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List) { par3List.add(new ItemStack(par1, 1, 0)); par3List.add(new ItemStack(par1, 1, 1)); par3List.add(new ItemStack(par1, 1, 2)); par3List.add(new ItemStack(par1, 1, 3)); } my bet is meta 0 = oak, 1 = spruce, birch = 2, jungle = 3; but try guff first cuz thatll make less code and cleaner code
  8. CraftingManager.getInstance().addShapelessRecipe(new ItemStack(Item.blazeRod), new ItemStack(Block.wood, 1, OreDictionary.WILDCARD_VALUE), new ItemStack(Block.wood, 1,OreDictionary.WILDCARD_VALUE)); we have wildcards ?!?!?!? that is sweet!!!
  9. add recipe for any/every type of wood you want aka new ItemStack(wood.blockID) and new ItemStack(wood.blockID, 0) new ItemStack(wood.blockID, 1) new ItemStack(wood.blockID, 2) new ItemStack(wood.blockID, 3) are tottally different, one of those reference specificly jungle wood, another might refer birch wood etc note this is not actually what you want to write because i dont know exactly what the constructors of ItemStack look like but i think its new ItemStack(int id) new ItemStack(int id, int quantity) new ItemStack(int id, int quantity, int meta) and not necesserelly in that order look at net.minecraft.item.ItemStack for more info
  10. http://imagebin.org/index.php?mode=image&id=265993[/img] huehuehuehuehuehue kidding
  11. beside the "including himself" part (because it doesnt work ) make a list/hashmap in your client proxy and when someone uses the item/spell/command to hide his name, send a packet to the server that tell that. then the server need to keep track of who is hiding and who isnt (for when a new player logs in) and then the server send a packe to all player to change its "mode" to hidden/non-hidden when a new player log in just fill him with the details of who is hidden and who isnt
  12. might be a bug then :\
  13. it should be the same
  14. just for your information: Object object = null; System.out.println(" the object is: "+object); console output: the object is: null
  15. @MineMaarten: you are absolutelly right its important to understand whats the process of loading a chunk basicly chunk are simply arrays of number. so whenever a player need to load a chunk he will request the server to first get that chunk in memory and then end it to the client. but tile entity are EXTRA data that are saved separatelly. if a chunk is loaded the server will also send the tile entity in separate packet (not 1 packet for all TE, 1 packet PER TE) basicly if you have 20 TE per chunk, you're goign to roughly receive 21 packet. but you usually dont load 1 chunk at a time, you usually need like 10 meaning the server will need to send 210 packet instead of 10 and at THIS point your network will be congested. tldr dont do it, no one will use the mod and its not going to be playable
  16. http://www.minecraftforge.net/forum/index.php/topic,8218.msg55230.html#msg55230 http://www.minecraftforge.net/forum/index.php/topic,8696.msg43699.html#msg43699 http://www.minecraftforge.net/forum/index.php/topic,10777.msg55268.html#msg55268 try to at least read those and come back if you have problem then ill be happy to help you
  17. honestly i dont want to be mean but theres like 50 threads about this, can we not start another one ? use the forum search engine (top right of your screen)
  18. look at the angle between the entity facing direction and the player facing direction
  19. try if(!player.worldObj.isRemote){ drop code } also make sure your tick handler is registered for server side
  20. no i havnt, my work network blocks pastebin you dont have a IGuiHandler. make one and aaaall your problems will be solved
  21. im sorry but do you mind googling that this isnt a forge error this isnt even a minecraft error this is a very basic java error. learning java is very important if you want to make awesome mod, you could literally googlethe title of this thread and an answer would come up
  22. make your mod class @NetworkMod(args) look at almost any mod on github they all have it
  23. make a class implements ISimpleBlockRenderingHandler and whenever you want to change texture world.markBlockForUpdate(x, y, z);
  24. this should actually be : in your first version file1 doesnt exists anywhere, the compiler dont know wtf you're talking about in version 2 i create one and this reference is passed to the method BTW THIS BASIC JAVA i suggest you go at least over the basics before going any further, itll help in the long run. because if you think you can do ASM in this state, wake up will be hard good modding
  25. ASM has a tendency to ... hit people in the face like a truck ? (its very hard) heres a thread about it (tutorials inside ) http://www.minecraftforge.net/forum/index.php/topic,10708.msg54477.html#msg54477

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