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CommanderNeville

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Everything posted by CommanderNeville

  1. Okay, sorry about the delay, but in response to your post I have reworked a few things to reflect some research I've done. Instead of reflecting it (as it is public) I've simply overridden EntityRenderer#enableLightmap. Whether or not this works I have been unable to ascertain due to my ignorance of how to register this class. A crash report is not included as I haven't dared to mess with registering it yet. Again, thank you for all the help.
  2. Sorry about that. I realized a mistake I made and switched the method name but forgot to update the original post. The actual name is "func_180436_i". Upon replacing the incorrect field name (How did I miss that?) it comes through with the same error. I've checked in two places for the correct name of the method (SRG) and come through with the same function name. Right now I'm working on rebuilding my IDE. Thank you Choonster, jeffryfisher, and larsgerrits for the help so far!
  3. The mod has not yet been exported and is running in gradlew build. The reason for the SRG name is that I read somewhere that in order to properly register the method you needed both the SRG and the method name. Just to make sure I'm not doing something stupid, the method should be registered in the Client Proxy, right?
  4. Thanks for the link. However, since very little about the problem I'm having is explained, which is why I passed it the first time I saw it, I have to keep looking. Adding in the entityRenderer instance will help later, but for some reason it still can't find the method. This crash report may or may not help. Thanks for helping larsgerrits. I didn't expect to get a reply so fast!
  5. In an attempt to make a better looking world, I have taken unto myself the task of overriding the lightmap that is coded into the game. However, this seems more difficult than I initially believed. My biggest problem is that I just don't know where to initialize my class without Minecraft not being able to find it. I am currently initializing it in my Client Proxy, but when I run it it is unable to find the enableLightMap() method for some reason. Any help whatsoever would be appreciated. I've scoured the web for answers but to no avail. Help me Forge Forums, you are my only hope!
  6. It looks like I only get the error when it is using my custom blocks. I am beginning to believe that the code thinks every modded block is sand...
  7. I'm an idiot. Forget you ever saw this. Turns out in my biome code I was using my reference blocks instead of my ModBlocks. Whoops. I've been having some trouble with onReplaceBiomeBlocks and replaceBiomeBlocks and have been unable to detect exactly what is going wrong. The code being used is recycled from a mod I created (but never posted) which worked in 1.9. Did anything drastic change in that time period? I decided to check the vanilla code for replaceBiomeBlocks but I simply ran into another issue. Against my expectations the mod is having trouble loading the initial chunks. Loading the dimension will work up until it begins loading the actual chunks. One of the errors had to deal with this: I do apologize for the messiness of the code; I am relatively new to modding, and any help would be appreciated. The ParadiseChunkGenerator The ParadiseTerrainGenerator Thank you for reading. I hope the issue can be resolved without distress.
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