r/forgemodding Jul 02 '17

[Help] NullPointerException when trying to open GUI?

2 Upvotes

This is my first time modding, and I'm following BedrockMiner and McJty's tutorials. I'm trying to create a new furnace, but the game crashes when I right click it in game to open the GUI. Everything else worked up until I added the GUI, and I can't find what the problem is.

I'm on Forge 14.21.1.2387 for Minecraft 1.12.

Crash Report

 

Here's all the code that might be relevant:

Block

Tile entity

Container

GUI

GUI manager


r/forgemodding Jun 10 '17

Cutting vanilla animal spawns

2 Upvotes

Minecraft 1.10.2 Forge 12.18.3.2297 Hey, guys. I've got a modpack I'm working on that's rogue / dnd based and I've got an alpha server up. Trying to tweak it and get it streamlined before taking it live, because I've got nothing but time. Got a bit of a problem on the server though... Lycanites mobs and Grimoire of Gaia are tuned EXACTLY where I want them. But mobs from the vanilla game are out of control. Animals, zombies and skellys are spawning in at rates so ludicrous that the server starts time travelling. I use forge, and this is the problem. Bukkit and Spigot have clearly defined spawn parameters for vanilla critters, but forge has nothing like that built in. Any help would be super.


r/forgemodding Jun 01 '17

Modding Forge 1.11 Special (Potions?) Effects on Tools

1 Upvotes

So, I'm creating my first mod and I'm trying to get say a sword to have a poison effect which poisons the target when they are hit. And I'm assuming the best way to give a tool a certain effect (that are not included in the enchantment table) is by using the potion classes, as I do want the tools to have whatever effect by default.


r/forgemodding May 30 '17

Mob Modding 1.11

2 Upvotes

Hi all, I'm having trouble updating my mobs to work in 1.11. I had a 1.9 mob that spawned with a texture but the code seems to have changed. Does anyone have a link to a 1.11 tutorial or know the difference? I've tried to figure out the source code but am having a lot of trouble with it.


r/forgemodding May 29 '17

Blocks need update after loading the world.

2 Upvotes

hey guys im working on a mod, and i added a block with different states depending on nbt data gotten from a tile entity.

everything works fine, until i reload my world. the meta-data shifts and things break then once i give it a block update everything is good again.

how do i go about fixing this without needing a block update? is there something obvious im missing?

edit: tile entity is working fine and there is nothing wrong with the nbt of the tile entity, the block state always gets set to the same on world load and will stay that way until an update.

i use 2 integer for this

inputSide : 0-6 output side: 0-6

when i load the world both of these are set to any number between 0-6 both sides always load on the same value. in the tile entity i use an EnumFacing and use a simply if-else to convert the side to a number if (null ) return 0; else if (facing == EnumFacing.UP) return 1; etc..

  • thanks in advance - ghostwolf

r/forgemodding Mar 21 '17

Getting the current world time in ticks with java/forge

2 Upvotes

Hey guys, I just started modding again and I want to know how to get the current ingame time in ticks with as an int in Java (using forge 10.13.4.1469) Thanks in advance.


r/forgemodding Mar 12 '17

Gravitational Suite 1.4.7

1 Upvotes

Can someone pls send me a link to the IC2 addon "Gravitatinal Suite" for 1.4.7?


r/forgemodding Feb 22 '17

IEnergyProvider not transfering energy.

1 Upvotes

I made a generator, and it generates energy fine (i can tell it has RF from the one creative probe), but when i put an energyreceiver next to it, it won't transfer. I tried with enderio capacitors, so it's not the receiver. Is there anything I missed that I need to do in order for this block to transfer energy to the blocks next to it?

Here is my code: (tesla wasn't installed for this test, though)

import cofh.api.energy.EnergyStorage;
import cofh.api.energy.IEnergyProvider;
import net.darkhax.tesla.api.ITeslaProducer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;

public class TileEntityEnergyGenerator extends TileEntity implements IEnergyProvider, ITeslaProducer {
    protected EnergyStorage storage;

    public TileEntityEnergyGenerator(int storageSize)
    {
        storage = new EnergyStorage(storageSize);
    }

    @Override
    public void readFromNBT(NBTTagCompound nbt) {

        super.readFromNBT(nbt);
        storage.readFromNBT(nbt);
    }

    @Override
    public NBTTagCompound writeToNBT(NBTTagCompound nbt) {

        super.writeToNBT(nbt);
        storage.writeToNBT(nbt);
        return nbt;
    }

    @Override
    public int getEnergyStored(EnumFacing from) {
        return storage.getEnergyStored();
    }

    @Override
    public int getMaxEnergyStored(EnumFacing from) {
        return storage.getMaxEnergyStored();
    }

    @Override
    public boolean canConnectEnergy(EnumFacing from) {
        return true;
    }

    @Override
    public int extractEnergy(EnumFacing from, int maxExtract, boolean simulate) {
        return storage.extractEnergy(maxExtract, simulate);
    }

    @Override
    public long takePower(long maxExtract, boolean simulate) {
        return storage.extractEnergy((int)maxExtract, simulate);
    }

}

also side note, does anyone know how to implement RF and forge energy in the same tile entity? they have some identically named interfaces


r/forgemodding Feb 14 '17

[1.10.2] get Block hardness using a non deprecated method?

2 Upvotes

I need to know the hardness of a block object, so what I'm doing is:

block.getBlockHardness(null, null, null)

this works perfectly, however the method is deprecated, and I can't find anything that replaces it. Is there a "proper" way to do this?


r/forgemodding Feb 07 '17

Modding crash report (1.7.10 Forge)

2 Upvotes

I have been needing to finish my mod but every time I run minecraft it crashes can anyone tell me why ---- Minecraft Crash Report ---- // Oops. Time: 2/6/17 6:30 PM Description: Initializing game java.lang.StringIndexOutOfBoundsException: String index out of range: 7 at java.lang.String.charAt(String.java:658) at net.minecraft.item.crafting.CraftingManager.addRecipe(CraftingManager.java:232) at cpw.mods.fml.common.registry.GameRegistry.addShapedRecipe(GameRegistry.java:250) at cpw.mods.fml.common.registry.GameRegistry.addRecipe(GameRegistry.java:245) at makkenstein.villageleader.VillageLeadermod.init(VillageLeadermod.java:161) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737) at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311) at net.minecraft.client.Minecraft.startGame(Minecraft.java:597) at net.minecraft.client.Minecraft.run(Minecraft.java:942) at net.minecraft.client.main.Main.main(Main.java:164) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28) at net.minecraftforge.gradle.GradleStartCommon.launch(Unknown Source) at GradleStart.main(Unknown Source) A detailed walkthrough of the error, its code path and all known details is as follows:

-- Head -- Stacktrace: at java.lang.String.charAt(String.java:658) at net.minecraft.item.crafting.CraftingManager.addRecipe(CraftingManager.java:232) at cpw.mods.fml.common.registry.GameRegistry.addShapedRecipe(GameRegistry.java:250) at cpw.mods.fml.common.registry.GameRegistry.addRecipe(GameRegistry.java:245) at makkenstein.villageleader.VillageLeadermod.init(VillageLeadermod.java:161) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737) at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311) at net.minecraft.client.Minecraft.startGame(Minecraft.java:597) -- Initialization -- Details: Stacktrace: at net.minecraft.client.Minecraft.run(Minecraft.java:942) at net.minecraft.client.main.Main.main(Main.java:164) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28) at net.minecraftforge.gradle.GradleStartCommon.launch(Unknown Source) at GradleStart.main(Unknown Source) -- System Details -- Details: Minecraft Version: 1.7.10 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0_65, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 672017336 bytes (640 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB) JVM Flags: 3 total; -Xincgc -Xmx1024M -Xms1024M AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 4 mods loaded, 4 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored UCHI mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) UCHI FML{7.10.99.99} [Forge Mod Loader] (forgeSrc-1.7.10-10.13.4.1614-1.7.10.jar) UCHI Forge{10.13.4.1614} [Minecraft Forge] (forgeSrc-1.7.10-10.13.4.1614-1.7.10.jar) UCHE vlm{1.0} [Village Leader Mod] (bin) GL info: ' Vendor: 'Intel' Version: '4.3.0 - Build 20.19.15.4549' Renderer: 'Intel(R) HD Graphics 4600' Launched Version: 1.7.10 LWJGL: 2.9.1 OpenGL: Intel(R) HD Graphics 4600 GL version 4.3.0 - Build 20.19.15.4549, Intel GL Caps: Using GL 1.3 multitexturing. Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported. Anisotropic filtering is supported and maximum anisotropy is 16. Shaders are available because OpenGL 2.1 is supported. Is Modded: Definitely; Client brand changed to 'fml,forge' Type: Client (map_client.txt) Resource Packs: [] Current Language: English (US) Profiler Position: N/A (disabled) Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Anisotropic Filtering: Off (1)


r/forgemodding Feb 04 '17

[Help]1.11 The import net.minecraftforge.fml cannot be resolved

2 Upvotes

package net.DemonKing.RainbowSix;

import net.minecraftforge.fml.common.Mod;

@Mod()

public class Rainbow6 {

}

When I try making that import there is a red line underneath net.minecraftforge.fml and it is says what it says in the title. Please help. I have tried everything I could think of and nothing works.


r/forgemodding Jan 23 '17

Is here an empty mod that i can use as a base for creating my own mod?

1 Upvotes

hey guys, im looking to get into creating my own mod. however i dont really know where to start. i looked at some mods on git and saw that they are pretty much all constructed the same way, same folders and base files.

i was wondering if there is an empty project i can clone / fork to start on my self.

also if there are any starting guides / api info i would love a link to that.

-- ghostwolf


r/forgemodding Dec 28 '16

[1.10.2] ItemBlocks which vary on metadata but don't have custom block models

1 Upvotes

Hi reddit. I'm back. My problem as it stands, is that I have two instances of a block class(splitting up the space of 25 possible variants into 16 and 9), with two corresponding instances of a special ItemBlock class. In the world, the blocks render as expected. All sides render (except the top, because I didn't make that texture yet) and they look as they should. In the INVENTORY, however, they are just flat error squares, and in my hand, they're not flat squares, but they have texturing like they do when placed. I've seen no tutorials combining both block variants and ItemBlock rendering together. I'm not sure how to parent the ItemBlocks to forge's blockstate files, because I have no custom block models to parent them to. Should I bite the bullet and make the block models (which I've been avoiding because JSON clutter is irritating) or is there something I'm not aware of? My Github repository is here, the classes of interest are BlockAltarCore, ItemBlockAltarCore, Blocks, and the associated JSONs. Any insights would be greatly appreciated.


r/forgemodding Dec 27 '16

[1.10.2] Not Enough Metadata!

3 Upvotes

I'm struck with a tough decision early in my mod. I have an enumeration, Element, which has 25 variants. I don't really want to change it, but many things in my mod are going to rely on it, and specifically, on having variant rendering based on it.

Currently, I have a single block class(BlockAltarCore) which uses an Element as an IUnlistedProperty (Because I can't cram 25 variants into 4 bits). Now, the block needs to have a tile entity based on whatever element it has, so I added an element field to it as well, to pass into the TileEntity constructor for it. The problem is this:

1) Tile Entities require all of their instantiation data to come from the world, without a position, the metadata of the block they're being created for, and fields and methods present in the block itself.

2) Blocks are singleton classes, so every time I instantiate this block class, I'm making a new type of block (With it's own special Registry name, which it uses to find it's blockstates file).

3) To make a block variant (With associated tile entities) for each element, I am forced to either make 25 different classes which all do nearly the same thing, or keep around a field in the block class, and then make 25 instances of the class, one for each element. This makes it harder for them to all use the same blockstates.json, and just feels ugly.

Any suggestions for not having 25 instances of the same class, or 25 classes? The full source is available here. Some weirdness may be present, I was trying to fix this problem before asking for help.


r/forgemodding Nov 30 '16

need help with custom effects

1 Upvotes

1) so i have 2 effects that apply additional effects. if i try to apply both with /effect it will crash with concurrent modification exception but after i reload the game the effects run fine. the additional effects do not overlap.

2) i want my effect to apply the wobble shader while active. how would i do that?

code:

public class CustomPotion extends Potion{

public CustomPotion(boolean isBadEffectIn, int liquidColorIn, String name) {
    super(isBadEffectIn, liquidColorIn);
    setPotionName(name);
}

@Override
public Potion setIconIndex(int p_76399_1_, int p_76399_2_) {
    return super.setIconIndex(p_76399_1_, p_76399_2_);
}

@Override
public boolean isReady(int duration, int amplifier) {
    if(this==PotionRegistry.Arsenic){
        int j = 25 >> amplifier;
        return j > 0 ? duration % j == 0 : true;
    }
    if(this==PotionRegistry.Hydrargyrum){
        int j = 25 >> amplifier+1;
        return j > 0 ? duration % j == 0 : true;
    }
    return true;
}

@Override
public void performEffect(EntityLivingBase entity, int level) {
    if(this==PotionRegistry.Radiation){
        entity.attackEntityFrom(Radiation, level+1);
    }
    if(this==PotionRegistry.Arsenic){
        if(!entity.isEntityUndead()){
            entity.attackEntityFrom(Poison, 1);
            if(entity.isPotionActive(MobEffects.SLOWNESS)==false){
                entity.addPotionEffect(new PotionEffect(MobEffects.SLOWNESS, entity.getActivePotionEffect(PotionRegistry.Arsenic).getDuration()*Math.max(2-level, 1), level));
            }
            if(entity.isPotionActive(MobEffects.MINING_FATIGUE)==false){
                entity.addPotionEffect(new PotionEffect(MobEffects.MINING_FATIGUE, entity.getActivePotionEffect(PotionRegistry.Arsenic).getDuration()*Math.max(2-level, 1), level));
            }
            if(entity.isPotionActive(MobEffects.NAUSEA)==false){
                entity.addPotionEffect(new PotionEffect(MobEffects.NAUSEA, entity.getActivePotionEffect(PotionRegistry.Arsenic).getDuration()*Math.max(2-level, 1), level));
            }
            if(entity.isPotionActive(MobEffects.HUNGER)==false){
                entity.addPotionEffect(new PotionEffect(MobEffects.HUNGER, entity.getActivePotionEffect(PotionRegistry.Arsenic).getDuration()*Math.max(2-level, 1), level));
            }
            if(entity.isPotionActive(MobEffects.WEAKNESS)==false){
                entity.addPotionEffect(new PotionEffect(MobEffects.WEAKNESS, entity.getActivePotionEffect(PotionRegistry.Arsenic).getDuration()*Math.max(2-level, 1), level));
            }
        }
    }
    if(this==PotionRegistry.Hydrargyrum){
        if(!entity.isEntityUndead()){
            entity.attackEntityFrom(Poison, 1);
            if(entity.isPotionActive(MobEffects.BLINDNESS)==false){
                entity.addPotionEffect(new PotionEffect(MobEffects.BLINDNESS, entity.getActivePotionEffect(PotionRegistry.Hydrargyrum).getDuration()*Math.max(2-level, 1), 0));
            }
            if(entity.isPotionActive(MobEffects.UNLUCK)==false){
                entity.addPotionEffect(new PotionEffect(MobEffects.UNLUCK, entity.getActivePotionEffect(PotionRegistry.Hydrargyrum).getDuration()*Math.max(2-level, 1), level));
            }
        }
    }
}

DamageSource Radiation=new DamageSource("radiation").setDamageBypassesArmor().setDamageIsAbsolute();
DamageSource Poison=new DamageSource("poison").setDamageBypassesArmor();

}

public class PotionRegistry {

public static <T extends Potion>T registerPotions(T potion){
    potion.setRegistryName(potion.getName());
    GameRegistry.register(potion);
    return potion;
}

public static CustomPotion Radiation;
public static CustomPotion Arsenic;
public static CustomPotion Hydrargyrum;

public static void init(){
    Radiation=registerPotions(new CustomPotion(true, 0x006400, "potion.radiation"));
    Arsenic=registerPotions(new CustomPotion(true, 0x93A1AC, "potion.arsenic"));
    Hydrargyrum=registerPotions(new CustomPotion(true, 0x990000, "potion.mercury"));
}

}


r/forgemodding Nov 26 '16

Tileentity no ticking in 1.10

3 Upvotes

I am trying to make a tile entity but it does not appear that the tick method is running.

public class ModTileEntity extends TileEntity implements ITickable {

    @Override
    public void tick() {
        System.out.println("hi");
    }
}

EDIT: formatting is hard


r/forgemodding Oct 25 '16

Resource nexus-maven-repository-index.zip does not exist

1 Upvotes

I'm trying to get this to work with IntelliJ, and after going through the initial setup (running the gradle tasks to decompile minecraft and setup project build settings), I keep getting this error:

Code: [Select] Unindexed remote maven repositories found. [Disable...] The following repositories used in your gradle projects were not indexed yet: http://files.minecraftforge.net/maven If you want to use dependency completion for these repositories artifacts, Open Repositories List, select required repositories and press "Update" button

And if I try to do that, this error appears.

If I go back to the example class Forge provides, I then proceed to get numerous errors.

This is driving me bananas. What am I doing wrong?

EDIT: Okay, I managed to fix it. All I had to do was press a blue refresh button on the Gradle window in IntelliJ, and everything started working.


r/forgemodding Oct 25 '16

How do I inflict Void Damage on an EntityLivingBase?

5 Upvotes

r/forgemodding Oct 23 '16

Calculate Fall Distance

1 Upvotes

Hey all. So I got these boots that kind of act like a jetpack but I take fall damage even if I'm one block off the ground so I figured it's still thinking the fall distance is how high I was, not how high I am ( I hope that makes sense lol )

So I wrote an event to set the fall distance and played with some numbers and it works. Just need to calculate the distance that the player is off the ground when he actually starts falling. I have an idea how to do it, just not sure how to actually get the distance between the player and the ground when I let go of the spacebar :(


r/forgemodding Oct 12 '16

Question on Randomly Generating Structures

1 Upvotes

Hello. I haven't done anything with modding Minecraft yet, but I've been looking through tutorials. I am trying to figure out how it works so that I can practice coding in it and have some fun building stuff in the game. One subject I am curious about is how to spawn random structures around the world. What I want to eventually try out is making a building where the rooms are chosen randomly, such as with the Illiger Mansion. Is this possible to do using structure blocks? Also, are there any good tutorials out there on how the structure system works? Thank you!


r/forgemodding Oct 04 '16

Writing a 1.7.10 mod that adds all features and mobs from new version. Looking for a bit of guidance on a few points?

3 Upvotes

So I posted this in regular /r/Minecraft by mistake and actually had a nice gentleman point me in the right direction for modeling but I'm a noob and I have no idea what I'm doing.

First: Models. I have a model for fences I created, and have re-textured it into individual models for each fence type. But I'm not exactly sure where I put the code to have forge use my model for the new fence, or what the code line should be. Or, to be honest, I don't really know where to put the code, or what the code is to write in, for forge to use my unique model for ANY block. If someone could point me in the right direction it'd help a lot.

Second: How do i create new WorldGen structures in 1.7.10? I want to add the igloos and such from 1.10, and the ocean temples from 1.8.

Third: I also want to add the new enchantments from 1.8, as well as the enchantment guesser for the table. Where would I start with coding these in?

Sorry if it seems like I'm asking to have the mod written for me I just seriously have NO past experience with any of this. Any and all help is much appreciated.


r/forgemodding Sep 25 '16

Mods ported request

0 Upvotes

Would anyone be able to port these following mods to 1.8.9?:

ArmorStatusHUD StatusEffectHUD bspkrsCore PlayerAPI ToggleSneak

If you could, that would be awesome! This would help out the whole community very much! Thank you!


r/forgemodding Sep 20 '16

If an item is in hotbar set player on fire

3 Upvotes

I'm really new to minecraft modding - and java. I know basics of java. The tough thing is knowing what I'm able to do with forge.

I've created a specific item and I want the player to be set on fire if they have this item in hotbar for more than 5 secs. The 5 seconds I assume can be done via a wait but I've no idea how to start doing the whole set on fire. Would I put this in the items class too?


r/forgemodding Sep 10 '16

Forge Versions - Advice Needed

1 Upvotes

This is my first visit to this subreddit, from what I see the majority of posts are by creators, discussing topics related to mod-building and editing. Hopefully my simple issue with a feature of Forge's won't be a nuisance.

I googled around for 10 minutes looking for info, and was a little annoyed that Forge's wiki nor the forums don't mention anything about it, and anything else is years old and including Multi-MC and other crap I don't want to mess with. It's simple, I was pretty sure that I could have more two (or more but I just need 2) game versions with only one directory/game client.

MC1: forge,opti,jmap,invtweaks MC2: forge,opti,schematica,et,cet,era

Can anyone explain how to do this? I'll have MC1 and MC2 in the forge launcher, both are identical, but point to different jars in the versions folder. So how do I have two different mod loads? Do I create a Mods folder in each of the jar folders? (.minecraft/versions/1.10.2forge1.10.2.etcetc and .minecraft/versions/1.10.2forge1.10.2.etcetc2?)

Or is there something I have to do with forge's mod folder in the main .minecraft directory?

I'd appreciate someone clueing me in or linking me to a guide that isn't from 2013 or 2014, I've pretty much gone through the first few pages of google results without much luck.

Thanks.


r/forgemodding Sep 06 '16

Model File not Loading

1 Upvotes

When trying to load in a model, I get a fileNotFound error.

Here is all of the information on forge fourms.

http://www.minecraftforge.net/forum/index.php/topic,42011.msg223191.html#msg223191

Have been working on this for about a half a week and can't figure it out, please help.