
Fijal
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Everything posted by Fijal
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Installing Latest Forge 1.12.2 on Linux Crashes No Matter What
Fijal replied to Kaisogen's topic in Support & Bug Reports
Posting since I'm a linux user as well, and figured I might be able to help In my .minecraft folder there is not a launcher.log file, though I do have a file named "launcher_log.txt which I assume fulfills the same purpose. In ~/.minecraft/logs there is "debug.log" and "latest.log", in addition to compressed files such as 2018-08-14-1.log.gz which uncompresses into a log file. Launcher wise, I imagine most people are still using the old launcher since I don't think there was an update prompt like on Windows, but Mojang released the new launcher as a .tar.gz for everyone, a .deb file for Debian based distros, and as an AUR package for the arch users so it certainly is out there. Edit: going to look into this some more since I have time, what distro are you using @Kaisogen? I have a fresh version of Manjaro that I installed Minecraft onto earlier today, and then Forge, no errors. -
oooh it works now. Thanks! I thought I wouldn't need to re-run that bit. Does Baubles still have that example ring? Or was that removed? I ask because I'm not seeing it, and I imagine that would be helpful for making my own custom items. Edit: nvm, I found it just as I asked...
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So I deleted all .jar files from */libs/ so it's completely empty now, and did all the stuff we talked about up above, ran ./gradlew setupDecompWorkspace --refresh-dependencies, launched eclipse and I can no longer find any classes named BaublesAPI.class or anything similar. Should I have kept a .jar file in */libs/?
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So, gathering this all into one post, I put deobfCompile "com.github.azanor:Baubles:${baubles_version}" and maven { url 'https://jitpack.io' } in their respective sections of my build.gradle, make a gradle.properties file, and place baubles_version=7035b13 (which is still the latest commit) in it. Do I need to place my versions of the following in gradle.properties as well? mod_name=TestMod3 package_group=choonster.testmod3 mc_version=1.12.1 forge_version=14.22.0.2462 Also, will I be able to view BaublesApi.class as if I had the .jar?
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So, I just put deobfCompile "com.github.azanor:Baubles:${baubles_version}" in the dependencies section of my build.gradle and maven { url 'https://jitpack.io' } to the repositories sections build.gradle and I won't need a baubles.jar? Or would you suggest the CurseForge API?
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I put Baubles-1.12-1.5.1-debof.jar in */libs/, ran ./gradlew setupDecompWorkspace --refresh-dependencies,(because I'm using powershell, the new default win10 1703, and I did setupDecomp thing because you have to run something before the --refresh thing.) opened up Eclipse, typed "IBauble" to get quick access to a Baubles file, and it said something like class file error and asked for a source. Then thinking maybe I should try the API version of Baubles I downloaded Baubles-1.12-1.5.1-debof.jar, and did the same thing. This time it worked. Is it supposed to be like that?
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Few notes, I don't own Winrar so I'm using 7Zip and I'm using Eclipse instead of IntelliJ which I could never setup properly. I'd be making it integrated into the mod I because I assume that makes for easier downloading. So, I downloaded the file called Baubles-1.12-1.5.1-deobf, extract the files using 7Zip, and based on something I read, I put the extracted files in /src/api/. All the files I extracted are .Class, not .Java, so Eclipse can't read them. Is that supposed to happen, or if I'm integrating it should I have downloaded the source version of Baubles? Edit: If I were going to make it so Baubles must be downloaded separately (and it works if I do this so maybe I will), how do I make an item equipable in a Baubles-added slot? Is there an example item somewhere?
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bump?
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I kinda hate to ask you peoples yet another thing after you helped me so recently, but that's what you're here for, right? I'd like to use Baubles so my existing items can be equipped in the slots created by baubles. Unfortunately, the only guide I can find for using APIs is this, and it was published in early 2014, and last edited in early 2015. So yeah, I'm not sure how reliable that is, and whether or not it'll break my existing code if I try to follow it. So this post basically just comes down to "hey, hey someone more experienced than me please help me figure out how to use the Baubles API" Again, all my code can be found here. Thanks in advance! (This post assumes the 1.12 baubles version will work in 1.12.1)
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ohhhh so you did. My bad, sorry! @jabelar ah, got it. That makes sense
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Which is what I thought. But if you believe ClientProxy should extend, not implement CommonProxy, why'd you direct me to make CommonProxy an interface? Eh, I suppose it doesn't matter.
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Yeah, I'm 100% sure they know more than me Well, it works for me! I tried to add the FMLInitializationEvent things, but it gave some errors. Edit: Hmm I can't find how to quote someone when editing a post. So, this is directed at Draco. If CommonProxy is an interface don't you have to implement it instead of extend?
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I did this and now it's throwing me a bunch of errors. Here's what I did: Moved the contents of CommonProxy.class to Main.class In my CommonProxy.class I changed class to interface Then I changed Client and Server Proxy to implement instead of extend After I saved everything, A few errors popped up. I'm listing them in a spoiler so they save space All of that stems from the fact CommonProxy is now a interface, I think. Are you sure it should be an interface? One of the tutorials (MrCrayfish's) made it as one, but none of the others I've seen have.
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Got it. Originally I made it as an interface, like you said, but it gave me a bunch of errors, so I changed it to a .class. I shall fix that. I'll look into that! Thanks
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So, I renamed CommonProxy.class to ServerProxy.class, made a new CommonProxy.class and moved all the stuff in the new ServerProxy.class to CommonProxy.class (which now that I think about it was a waste of time.) and it works now! I'm not sure what did it, but thank you all for the help you gave me! (also, thanks for not giving up on me because I don't know tons of Java) Now, to figure out how to load .obj models... Edit: Is it possible to move the spawn egg from the vanilla tab to my own custom one?
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I think the tutorial I used uses CommonProxy as the server proxy. In the tutorial the code in the main class is @SidedProxy(serverSide = "com.modname.proxy.CommonProxy", clientSide = "com.modname.proxy.ClientProxy") Would it make more sense to rename it ServerProxy then? And if so, why do so many tutorials have you make a CommonProxy class? What should I be calling? The only thing in ClientProxy that relates to my entities is @Override public void preInit(FMLPreInitializationEvent e) { super.preInit(e); ModEntities.initModels(); } but that's just loading something in the ModEntities class, I don't see anything to call. Sorry for my obvious ignorance, as you can tell I'm very new to this.
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Here's my ModEntities class public static void init() { // Every entity in our mod has an ID (local to this mod) int id = 1; EntityRegistry.registerModEntity(new ResourceLocation(WoFMC.modId, "weirdzombie"), EntityWeirdZombie.class, "WeirdZombie", id++, WoFMC.instance, 64, 3, true, 0x996600, 0x00ff00); //EntityRegistry.registerModEntity(new ResourceLocation(WoFMC.modId, "weirdzombie"), EntityWeirdZombie.class, "WeirdZombie", id++, WoFMC.instance, 64, 3, true, 0xa699f4, 0xe2defb); // Spawn Location EntityRegistry.addSpawn(EntityWeirdZombie.class, 100, 100, 100, EnumCreatureType.MONSTER, Biomes.PLAINS, Biomes.ICE_PLAINS, Biomes.DESERT, Biomes.DESERT_HILLS, Biomes.MUTATED_DESERT); // Loot Table LootTableList.register(EntityWeirdZombie.LOOT); } @SideOnly(Side.CLIENT) public static void initModels() { RenderingRegistry.registerEntityRenderingHandler(EntityWeirdZombie.class, RenderWeirdZombie.FACTORY); } Also, I meant "the same" as in I hadn't changed anything, not ClientProxy and CommonProxy are identical
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I haven't taken any courses or anything, but I know some. I just misread this to mean I should place it in the common proxy. So now my client proxy looks like this, and my common proxy is the same. There aren't any errors, but it's still a white cube thing.
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When I do @Override public void preInit(FMLPreInitializationEvent e) { super(e); ModEntities.initModels(); } It gives me the error "Constructor call must be the first statement in a constructor" I'm doing this in my common proxy class.
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When I do it like this it gives me the error "initModels cannot be resolved or is not a field" @Override public void preInit(FMLPreInitializationEvent e) { super(ModEntities.initModels); } Sorry if I'm missing something obvious, I'm still kind of new to this. Also, I'm not sure if I should start a individual post for both of these questions, but I have two more. No. 1 is how do I render .OBJ models? Spoiler for no. 2 because it has some code
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(man, this forum's recaptcha thing hates me - I must've spent like five minutes trying to get it to work) So, I've been working on my mod, following Shadowfact's, Jabelar's, and McJty's tutorials. I'm at the point where I'm making entities, and it "works", but the texture isn't appearing. I've copied McJty's tutorial almost word-for-word, it still isn't there. My mob looks like a weird white rectangle (see attachment) All my code is available here Hope someone can help!