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trollworkout

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Everything posted by trollworkout

  1. buddies i don't know what you did there but is really easy you download forge you do "gradlew setupDecompWorkspace" then "gradlew eclipse" in terminal you import your mod into eclipse like project import existing project (do not import Java project or Gradle project it won't work) edit gradle.build and add your modid in there (instead of test or whatever it defaults to) and if you use java 8 change 1.6 to 1.8. make sure your mod has @MODID with proper mod id and make sure it matches your gradle.build modid (if it doesn't it won't work). code your mod then to compile "gradlew build" in terminal
  2. What is ASM? Draco may be correct about the tallgrass mechanic. Because block updates are caused only to neighbours. If you have a tallgrass or sugarcane when you remove bot sugarcane/grass all will fall but top block stays. But you still need to be able to place a gravel block on top of the grass/sugarcane
  3. A fake and cheap way to do it is by modifying the shadow/light color ramp making brighter lights different color that dimmer lights. Another way is using shader's glow effect but you can make multicolored glow based on some kind of block meta. That way you can simulate a light glow fake multicolor but won't be 100% like the mod above but would be pretty neat . There are already shaders to make monsters, lava, eyes of spiders etc glow. You can increase the glow and multicolor it based on code. But obvs will only work when shaders are on.
  4. What you need to do is disable chunk updates PLACE gravel re-enable chunk updates. UNFORTUNATELY as far as i know this is impossible atm.
  5. WORKED!!! All I had to do is use 1.8 instead of 1.6
  6. so I have changed this sourceCompatibility = targetCompatibility = "1.8" // Need this here so eclipse task generates correctly. compileJava { sourceCompatibility = targetCompatibility = "1.8" } from 1.6 to 1.8 and it compiled. Said use source 8 instead of 6 for lambda support. But will it work? EDIT: wtf so many folders appeared now. And there's a libs now too.
  7. Here is my color handler class and aparently it's using lambdas which are not supported in 1.6.
  8. Here is the output. Is telling me something weird about lambdas and -8 something something.
  9. WTF now my build keeps failing and asks me to run it with --stacktrace but when I do build succeeds. WTF
  10. https://s17.postimg.org/tfzt00of3/Screen_Shot_2016_11_02_at_11_00_19_AM.png[/img] TEST here is my build gradle
  11. There is no build/libs folder in my folder Only taskLogs and tmp
  12. Actually that means it couldnt find an Itemmodel.json and started looking for a blockstate because yes they can have those. I didn't know that, thanks. So items can have blockstates too?
  13. The only way I can think you would be able to do this is a your own fake gravel block without physics (that looks identical to MC one) that replaces itself with a regular MC gravel block with physics when certain conditions are met. To the player the gravel block will never change but in fact there would be 2 different blocks. So whenever you make your structure you would make it out of fake gravel and whenever a block gets updated after structure gen say cooldown of 2 sec then block automatically turns intself into MC gravel. So that way the fake gravel will stay floating until you break one and then every fake gravel around it will start turning into regular gravel and start falling.
  14. I don' think you can do it post due to gravel physics. You either need a custom chunk gen or biome gen/world gen??. Or you wold have to place fake gravel (your own gravel) that you can turn off physics at place time. Or place that non falling gravel a chunk generation but not after. Ruins spawn modby AtomicStryker can place ruins and various structures including non falling gravel because it does it whenever chunk is being generated whenever you venture to new land. Or you need some sort of system to disable block update at place time. There's no block update when you gen chunk but once you break a block then the chunk starts updating which is why gravel stays floating. But when you place the block there is block update because you just updated the chunk so all the blocks nearby including the placed block will update making your gravel fall.
  15. If I use Eclipse export jar tells me error no such field ROCK If I do gradlew build nothing compiles but says build successful. debeof.jar file appears to be vanilla MC SOLVED: change target from 1.6 to 1.8 to support lambda
  16. I'm pretty sure if you pre-gen structures with gravel in them at world gen or chunk gen then they stay there and when you update neighbour on any gravel block they start falling. See nether gravel for example you can walk on 1 layer thin and is fine until you break one block and they will all start falling .
  17. Oh I remember something like this. YOu need to manually switch over to newer JDK otherwise it wants to use 1.6 due to Forge compatiblity?? So build paths are in Project Properties java build path. You might have 1.6 added there. Add JRE 1.8 instead. I remember first time I made my project the build path had 1.6 so I had to add it manually. But funny enough second and third time I decomp workspace it did it automatically.
  18. ^ BOP is best resource to learn about Sapling, tree generation, world gen, Slab, stairs , Biome and Biome decorator and there is a BOP for almost all versions of Minecraft since 1.7
  19. Is different because you are dealing with folder structure not java packages. You're thinking in Java packages. You need to have those folder structure intact exactly like I have them because Forge reads from those specific folders. If it can't find it won't work. You cannot tell forge to read from other folders it will only read those folders.
  20. https://github.com/Jimmeh94/TestMod/tree/master/src/main/resources/assets.test assets.test 1 folder in mine https://github.com/trollworkout/technorcery/tree/master/src/main/resources/assets/technorcery assets/technorcery 2 folders (github compresses them if they are empty but you can tell they are folders cause they have / between and gray I notice this problem with your model.block and model.item and a bunch of other places. ALL those NEED to be folders in other for Forge to work properly.
  21. Yeah looks like is messing up your structure. Might work for Java but not for Minecraft. You need to make those folders manually and then import the package manually somehow.
  22. Ok so here is your first problem /assets/test 2 folders NOT assets.test 1 folder with extension your package is incorrect I see this problem a few other places
  23. Based on what I read is looking for a blockstate. That means your item is actually a block. For items make sure you use "inventory" on the model loader. For blocks use "variants" "normal" or "multipart" + make sure you got a blockstate for each block in addition to models
  24. I just arranged it your way and for some reason it's still not working. I have no idea what I've done wrong. My resources path is correct, so I still have no clue why it can't find the JSON file. But I do like the way you have your mod set up! Did you remove the Mod.MODID + ":" part? Try to run the game and read what the error says. It will tell you what's wrong. It will say can't be found and will tell you what can't be found like /test/test/test/something blah blah.json can't be found. This way you can kinda figure out what you did wrong. Lowercase, uppercase , misspelling, ..

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