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trollworkout

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Everything posted by trollworkout

  1. i never had any issues with GameRegistry.register except for the fact that if a block is null and you try to register an Item for the block (ItemBlock) to a block that's null it will crash. That's why I always defnie and register all my blocks first then my items second.
  2. x + 1 means shift x 1 full block over if you wish to do only half a block you need to do x + 0.5 (that's 8 block texture pixels over) if you wish to only shift by 1 texture pixel over then you do x + 1/16 (which is 0.0625 if i'm not mistaken) the rotation part makes me think your obj is exported incorrectly . you got your x y z axis like in minecraft? You may need to shift the axis in Blender or whatever you're using so y is up x/z same as MC so it rotates the same way. << someone may know this better than me
  3. Fully functional i did what Leviathan suggested made my collision box be like 0.05 smaller on the sides plus damage entity function makes it so when I step too close I get damaged. Works perfect Also since my block has a pillar like rotation i have 3 collisions X Y and Z and depending on the EnumAxis i return different collisions . My normal collision top and bottom does not hurt only sides. Result is 100% fully functional cactus like but FULL block that only sides hurt and is rotate-able.
  4. I'm guessing the only way to rotate collision for a pillar is have 3 collisions AABB EW SN and UPDOWN then simply check orientation and return different collisions depending on orientation??
  5. Make it 0.001 units smaller than a full block, it only needs to be smaller than a full block for entities to collide with it. 0.001 seems too fine . I m gonna fiddle with this. You know if there is a way to rotate bounding box based on block rotation as well? I want the top and bottom to have no damage only sides. EDIT: AxisAlignedBB(0.005D, 0.0D, 0.005D, 0.995D, 1.0D, 0.995D); works fine. my thorns go from 16 - 17 pixel (CUTOUT mode) but my block collision box is 15.95 so it doesn't feel like i'm going inside the block and it pricks me. i wanted to get damaged at 16 - 17 but this is fine to. i get damaged at 15.95 - 16 but feels natural.
  6. yea you can I just did it you need to use offsets also my bounding box is 1 pixel bigger than normal in all directions 18 x 18 x 18..and i get damaged if i get close to 16 x 16 x 16 I figured this out kinda. Also I remember reading you can in fact go a bit over but not by much like max 8?? pixels over a normal full block size. This is from original forge documentation. I guess you learned something too. haha The problem is not going outside the block. The problem is that function that cactus use only checks to see if collision is inside a full cube and seems to ignore collision bigger than a full cube.
  7. i tried negative numbers and i do collide with the block just fine. like i'm stopped pixels away outside a full block. for ex protected static final AxisAlignedBB COLLISION_AABB = new AxisAlignedBB(-0.0625D, 0.0D, -0.0625D, 1.0625D, 1.0D, 1.0625D); this is 18 x 18 x 18 with 1 pixel all around a full block. if i set it as collision works fine! is just onEntityCollidedWithBlock < this function i don't think it works with collisions bigger than full block maybe because it checks to see if i'm inside the block but i never get inside it
  8. how can i make a block that's bigger than normal block and deals damage like cactus then?
  9. OK so I used F3 + B to see player bounding box and I tested even more. Seems player does not go inside the block but if he does by accident or if pushed he takes damage. So collision bounding box defines where the player stops . I need to make my collision bounding box bigger and my collision box smaller by 1 pixel. But seems collision bounding box = collision box. Let's see if there is a way to set them up differently.
  10. I found an old post saying to use getCollisionBoundingBoxFromPool but I have a feeling it was changed in newer versions of forge. Probably now is called addCollisionBoxToList ?? getCollisionBoundingBoxFromPool I think is now called getBoundingBox and is deprecated but i think that's the one that i need. edit NVM
  11. so I need to say isFullBlock false then to enable custom collisions? I am not sure how to handle this. Can I create collision bigger than 0 , 0 , 0 , 1 ,1 ,1 ? (ie 16 x 16 x 16 block) I tried -0.0625 , 0 . -0.0625 . 1.0625 1 1.0625 and othing happend maybe cause I gotta say is full block false??
  12. I created a block similar to cactus but is not dealing me any damage. I added this public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { entityIn.attackEntityFrom(DamageSource.cactus, 1.0F); } but doesn't seem to do anything. Plus I added FULL_BLOCK_AABB collision for selection and collision bounding box but doesn't seem to have any effect. Any thoughts? Here is my code (it extends LogBlock which extends BlockLog vanilla log class)
  13. Is it the messages that appear in game? Can I add my own?
  14. What he means is your folder structure . Lang has to be in /assets/modid/lang/en_US.lang Look up setting up your work folder to code with forge. Is really basic stuff. We can't explain it in forum cause is a lot to explain. Read on some tutorials how to set it up. Folder structure. How to edit your lang file. Unlocalized names. etc . You are missing to much knowledge to explain .
  15. I don't even know what lambdas are. I just followed a tutorial that told me to do it that way. I am not an expert developer in Java, I'm just advanced level. In fact part of the reason I wanna make a mod is to practice Java. I got enough knowledge to get myself started. proof : I fixed my own issue in this post.
  16. I saw Lex Manos post a piece of code where he captures events and sends them to to nowhere land. Here https://github.com/LexManos/YUNoMakeGoodMap/blob/master/src/main/java/net/minecraftforge/lex/yunomakegoodmap/generators/StructureLoader.java#L48 He just gets all block events and they go away puff gone.
  17. The problem you are having is you're trying to do really advanced stuff you don't understand.
  18. the error says this is wrong for (NBT : array) { stick = new ItemStack(Items.field_151055_y); try { stick.func_77982_d(JsonToNBT.func_180713_a(NBT)); } catch (NBTException localNBTException) {} p_78018_1_.add(stick); } malformed for loop?
  19. Oh my bad. In the topic said "Help with Compiling a mod" not help with importing and deobfuscating a mod. I didn't realize the discussion went that way.
  20. Do NOT try to export jar from your Eclipse. it will NOT work. You can only export and compile a mod using "gradlew build" in terminal. If it won't compile it will tell you why. Fix the code and try again. For example for me it said Lambdas are not supported. I looked it up and lambdas are a feature of Java 8 and my gradle.build had 1.6 compat support. So my Java was compiling for 1.6 . I changed that to 1.8 and it compiled. Read the errors !
  21. also note that java will spit out what's wrong in erros (at least Eclipse does this). Did you read the error? Does it throw any errors? Read closely it will tell you what the problem is. Sometimes it says something like /test/test/Block.json is not found showing that you use your modid twice sometimes may say /test/bLoCk.json is not found meaning you spelled it wrong Read the error. ALL 3 of them. yeah it throws 3 different errors (at least in Eclipse it does) and each error has some info the other ones don't.
  22. i recommend not using the forge blockstate if you don't understand it. as far as i know vanilla minecraft cube_all and item_generated already have their own inventory model looks defined . you don't need to define them in your blockstate . your blockstate should simply be (actual example) { "variants": { "normal": { "model": "technorcery:blockBrass" } } } if you wish to use custom 2d item for your block then make your item extend item_generated and put a regular item in there if you want your block to use it's own item (like regular blocks rotated 45 degrees ) then you simply make parent : my block in your item model

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