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Ugdhar

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Everything posted by Ugdhar

  1. Thanks for the reply I took a look at that, and I think it might be too broad, I wasn't descriptive enough about what I need I think. I need to be able to know when my tool breaks a block, and then either prevent the entity from spawning, or more or less immediately remove the entity, and put the corresponding item into the players inventory. I don't need to change what is dropping for loot, just manipulate the results as I hope I've described well enough. Still tinkering, I'll update if I figure something out, and certainly open to pointers/ideas!
  2. tick works for me: @Override public void tick(World worldIn, BlockPos pos, IFluidState state) { // TODO Auto-generated method stub super.tick(worldIn, pos, state); BunchOStuff.LOGGER.info("************FLOWING MUDDY WATER TICK ***********************"); } Are you using @Override?
  3. Really old versions of Minecraft are no longer supported. Please update to a modern (1.14.4/1.15.2) version to receive support. More information on supported versions can be found in the LTS link at the top of every page.
  4. I was wondering if anyone had any breadcrumbs I could follow to figure out how to manipulate the drop of a block after it has been destroyed (by a player, don't care about any other way), i.e. remove the drop entity from the world and place into players pack. I've looked into events, but there either isn't one, or I looked right past it, as well as methods to override in ToolItem. I'd like to be able to do this with any block and its drops, so overriding a method in Block didn't seem like the way to go. I haven't looked into if this is done using LootTables or not yet, since I only know basic loot tables so far, but I guess that's probably where I'll be looking next? Thanks for any pointers
  5. Are you running any resource packs? If so I would remove them and give it a try, since that's the only thing, as far as I can tell, that I can see in this log causing errors. I know these logs can get quite long, if that's not the whole thing you might want to try uploading it to a hosting site or a github gist or something, in case there's more than helps narrow it down.
  6. Unfortunately I do not think that is the proper log. What was the name of the file you got that information from? The file should be in your .minecraft/logs folder, and should be much longer than that.
  7. thanks, mind explaining why? I believe the simple version is because you have no control over when the static initializer is run in relation to when things are actually being/supposed to be registered, and aside from Blocks and Items being first/second, the registry events do not run in a specific order.
  8. 1.12 is no longer supported due to age. Please update to a modern (1.14.4/1.15.2) version to receive support. More information on supported versions can be found in the LTS link at the top of every page.
  9. Look up DeferredRegister, the class has comments that show how to use it, it makes it so much easier to register blocks/items, it's nearly foolproof. You won't even need to use the actual registry events.
  10. Yes, in your resources, but in assets/minecraft/loot_tables instead of your modid, and that should override vanilla loot tables. I have little experience with it, so I'm not sure what happens if multiple mods override a loot table. Look at vanilla loot tables for examples, they should be in the client-extra jar in your IDEs referenced libraries.
  11. Loot tables https://minecraft.gamepedia.com/Loot_table
  12. Make your own thread, and be more descriptive what your problem is. Posting logs as described in the EAQ helps.
  13. In your .minecraft (or if you changed the game directory, in there), there is a logs folder and it should contain debug.log
  14. 1.12 is no longer supported due to age. Please update to a modern version (1.14.4/1.15.2) to receive support. More information on supported versions can be found in the LTS link at the top of every page.
  15. Please post the debug.log as described in the EAQ, preferably on some sort of pastebin hosting site. This should give more information so someone can give you a helping hand.
  16. So Animefan already told you about the client-jar, and that you can go into .minecraft/versions to directly open the client jar. The minecraft wiki is also useful, as it breaks down the json formats and tells you what is available and what each element does. https://minecraft.gamepedia.com/Model Also make good use of google, and the search bar right on these forums. Try asking your question in different ways, class and method names are typically helpful when searching for stuff to help narrow it down. I think the main thing is to not get frustrated, nor to give up. And of course, once you really feel that you've looked and tried your best, you can always come and post on here, just make sure your explanation is complete, and you provide code and logs (github is your best friend for this), and people here are usually good at spotting things we miss.
  17. Not sure if this is the issue, but I would not use special characters or spaces in path names, they can sometimes cause weird behavior with things. I would remove the spaces and the ! from this path (recreate the folders).
  18. 1.12 is no longer supported due to age. Please update to a modern (1.14.4+) version to receive support here. More information on supported versions can be found in the LTS link at the top of every page.
  19. I have no idea, unless things were moved into a new folder or files were removed. Those would be the only 2 things I would thing would do that. Sorry.
  20. what is the filename of your "first file" you pasted above? If it is called startserver.bat then you would type .\startserver.bat
  21. Ok, so what you will probably want to do is open a command prompt or powershell window and run that "first file" from the commandline, and it will theoretically not just close on you so you can see what the actual error is saying. Hold shift and right-click in a blank spot in the folder that bat file is in, and you should get the option to open the powershell or command window there.
  22. That code you pasted only sets some environment variables, it doesn't actually execute anything.
  23. Nah, it creates it before you even click Single Player or anything.
  24. I don't think the mods folder exists until you've started minecraft using that version of forge, you could always create it manually in the minecraft game folder
  25. In your minecraft game directory mods folder. The default is the .minecraft folder in your home directory AppData\Roaming (on windows)

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