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Alesimula

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Everything posted by Alesimula

  1. how could I render my block (wich has a custom model) without the tileentity? how should i change this code (i of course have to keep tileeentityspecialrenderer) GlaciaColumn = new BlockGlaciaColumn(224 ,net.minecraft.src.TileEntityGlaciaColumn.class).setResistance(0.5F).setStepSound(Block.soundGrassFootstep).setUnlocalizedName("Column").setHardness(0.5f); RenderGlaciaColumn ENTColumn = new RenderGlaciaColumn(); ModLoader.registerTileEntity(net.minecraft.src.TileEntityGlaciaColumn.class, "TileEntityGlaciaColumn",ENTColumn); MinecraftForgeClient.registerItemRenderer(GlaciaColumn.blockID, new RenderItemGlaciaColumn()); PS: if i use my custom model and GL11 in a render that implements ISimpleBlockRenderingHandler, how could i bind a texture to it?
  2. Do you know if is there a way to render a block like mine like any other blocks in a chunk (like Piston block does)? I mean, rendering it as a block and not like an entity anyway i found this code perfect: public double getMaxRenderDistanceSquared() { if (FMLClientHandler.instance().getClient().gameSettings.renderDistance == 0) {return 30000;} else if (FMLClientHandler.instance().getClient().gameSettings.renderDistance == 1) {return 15900;} else if (FMLClientHandler.instance().getClient().gameSettings.renderDistance == 2) {return 4000;} else return 3000; }
  3. Ok i got something the int renderdistance may be 1, 2, 3... and each number indicates the render distances (normal, small, tiny....) so public double getMaxRenderDistanceSquared() { if (FMLClientHandler.instance().getClient().gameSettings.renderDistance == 1) {return WHATEVER;} else if.... } so now to make it right i have to replace WHATEVER with the correct render distance value for each option.... the problem is, what are those values?
  4. i did it and now the object doesn't render, i can see only the box
  5. Thank you, but is there a way to change 4096.0D to the dynamic "Max Rendering Distance" Setting value?
  6. hi, i created a custom modeled block with a tileentityspecialrenderer, tileentity, IItemRenderer and a Block file. now when i go too far from this block, it stop being rendered, and, of course, it renders again when i back. I want this block to have a normal rendering distance like other blocks
  7. How i said, my mobs are getting hurt in blocks, and when they do, they stay there till they die; here is an example of my mobs EntityRudolph RenderRudolph ModelRudolph
  8. You mean update the forge build version? because i've already minecraft v1.6.2
  9. the logofile of mods doesn't work, but the logofile code is still in ModMetadata, is the not working mod logos just a BUG?
  10. I correct me, it is called Dimension API, but it sucks anyway and i think it is outdated
  11. i think there aren't forge code to do this, there is a code that do this in dimensionmanager api, BUT IT SUCKS. so, i hope there is a way to do it without editing vanilla files, i'll keep the post up because i need it too
  12. for all people want to know how to do it: public boolean getCanSpawnHere() { return !this.worldObj.isDaytime() && !this.worldObj.isRemote; }
  13. hi, i have created an entity and now i want it to spawn only at night... this is the code i use to spawn it: ModLoader.addSpawn(EntityGlacialTurtle.class, 20, 2, 2, EnumCreatureType.monster, new BiomeGenBase[] {Glacia}); and this is my EntityGlacialTurtle.java package net.minecraft.src; import net.minecraft.entity.ai.EntityAIAttackOnCollide; import net.minecraft.entity.ai.EntityAIBreakDoor; import net.minecraft.entity.ai.EntityAIHurtByTarget; import net.minecraft.entity.ai.EntityAILookIdle; import net.minecraft.entity.ai.EntityAIMoveThroughVillage; import net.minecraft.entity.ai.EntityAIMoveTwardsRestriction; import net.minecraft.entity.ai.EntityAINearestAttackableTarget; import net.minecraft.entity.ai.EntityAISwimming; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.monster.EntityMob; import net.minecraft.entity.passive.EntityVillager; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; import net.minecraft.entity.Entity; import net.minecraft.util.DamageSource; import net.minecraft.entity.passive.EntityVillager; import net.minecraft.block.Block; import net.minecraft.entity.EntityAgeable; import net.minecraft.entity.EntityLiving; import net.minecraft.pathfinding.PathEntity; import net.minecraft.item.ItemFood; public class EntityGlacialTurtle extends EntityMob{ public EntityGlacialTurtle(World var1) { super(var1); this.health = 10; this.texture = "/mob/Glacia/GlacialTurtle.png"; this.moveSpeed = 1.0F; this.tasks.addTask(0, new EntityAISwimming(this)); this.tasks.addTask(4, new EntityAIMoveTwardsRestriction(this, this.moveSpeed)); this.tasks.addTask(5, new EntityAIMoveThroughVillage(this, this.moveSpeed, false)); this.tasks.addTask(6, new EntityAIWander(this, this.moveSpeed)); this.tasks.addTask(7, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F)); this.tasks.addTask(7, new EntityAILookIdle(this)); this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, false)); this.setSize(0.9F, 1.3F); } public int getMaxHealth() { return 10; } public boolean canBreatheUnderwater() { return true; } /** * Drop 0-2 items of this living's type */ protected void dropFewItems(boolean var1, int var2) { this.entityDropItem(new ItemStack(mod_Glacia.SaberToothedCatMeat.itemID, 1, 0), 0.0F); } protected void dropRareDrop(int par1) { this.dropItem(mod_Glacia.SaberToothedCatMeat.itemID, 1); } /** * Returns the sound this mob makes while it's alive. */ public String getLivingSound() { return ""; } /** * Returns the sound this mob makes when it is hurt. */ public String getHurtSound() { return ""; } /** * Returns the sound this mob makes on death. */ public String getDeathSound() { return ""; } /** * Determines if an entity can be despawned, used on idle far away entities */ protected boolean canDespawn() { return false; } } It works well, but i want to make it spawn only on night, how can i do?
  14. That would be correct because the mcmod.info file is just a JSON string. @Mod(modid = "Glacia", name = "Glacia", version = "4.0", acceptedMinecraftVersions = "1.5.2", dependencies = "mod_MinecraftForge") Strangely the dependence "mod_MinecraftForge" is not working with MCP and when there is this string, the mod is not loaded probably because the dependencie is not satisfated... Why? That could be two things... 1) Minecraft forge is not mod_minecraftforge 2) You have defined the dependencies wrong. I was thinking just in the same metadata bit I gave you earlier you could just put data.dependencies as one of the tags, just like in the mcmod.info. Also, do you need to define minecraft forge as a dependency as your mod wouldn't be found without it? in ModMetadata there is a code requiredMods... but it isn't a String but a Set<ArtifactVersion>, and dependencies in ModMetadata is not a String but a List<ArtifactVersion>... WHT DAFUK IS THT??
  15. That would be correct because the mcmod.info file is just a JSON string. @Mod(modid = "Glacia", name = "Glacia", version = "4.0", acceptedMinecraftVersions = "1.5.2", dependencies = "mod_MinecraftForge") Strangely the dependence "mod_MinecraftForge" is not working with MCP and when there is this string, the mod is not loaded probably because the dependencie is not satisfated... Why?
  16. The mcmod.info file in the zip is the most popular way, but you can have the info,action defined in the @PreInit method of your mod file. I do as having it in the zip crashes me for some reason... how can i do this? I did this for mine, there are probably better ways of doing it though. ModMetadata data = event.getModMetadata(); data.name = "Name"; data.version = "Version"; data.url = "website"; data.authorList = Arrays.asList(new String[] {"author1", "author2"}); data.description = "Description"; data.logoFile = "logo file .png"; data.credits = "Any other credits!"; data.autogenerated = false; //Ignore me, just keep me as false Also, the are other things to include in this that I haven't. You can find them in the same file as getModMetadata. I found out how to do this from this tutorial, which has lots of info on how it works. I just adapted it a little ah another thing i checked out the ModMetadata file and i cant find the string theat set the minecraft version dependence of the mod... You're welcome please tell me how can i set mod dependence and version dependences...
  17. The mcmod.info file in the zip is the most popular way, but you can have the info,action defined in the @PreInit method of your mod file. I do as having it in the zip crashes me for some reason... how can i do this? I did this for mine, there are probably better ways of doing it though. ModMetadata data = event.getModMetadata(); data.name = "Name"; data.version = "Version"; data.url = "website"; data.authorList = Arrays.asList(new String[] {"author1", "author2"}); data.description = "Description"; data.logoFile = "logo file .png"; data.credits = "Any other credits!"; data.autogenerated = false; //Ignore me, just keep me as false Also, the are other things to include in this that I haven't. You can find them in the same file as getModMetadata. I found out how to do this from this tutorial, which has lots of info on how it works. I just adapted it a little ah another thing i checked out the ModMetadata file and i cant find the string theat set the minecraft version dependence of the mod...
  18. The mcmod.info file in the zip is the most popular way, but you can have the info,action defined in the @PreInit method of your mod file. I do as having it in the zip crashes me for some reason... how can i do this? I did this for mine, there are probably better ways of doing it though. ModMetadata data = event.getModMetadata(); data.name = "Name"; data.version = "Version"; data.url = "website"; data.authorList = Arrays.asList(new String[] {"author1", "author2"}); data.description = "Description"; data.logoFile = "logo file .png"; data.credits = "Any other credits!"; data.autogenerated = false; //Ignore me, just keep me as false Also, the are other things to include in this that I haven't. You can find them in the same file as getModMetadata. I found out how to do this from this tutorial, which has lots of info on how it works. I just adapted it a little Thank you
  19. The mcmod.info file in the zip is the most popular way, but you can have the info,action defined in the @PreInit method of your mod file. I do as having it in the zip crashes me for some reason... how can i do this?
  20. Well its strange that i made a big mod (dimension), and i still used to put all my files in minecraft.jar (well, it works in minecraft.jar too, but thanks

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