Everything posted by GotoLink
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[1.7.2] Block list
GameData.blockRegistry.iterator() Don't use it in "regular" code, this is only one-time-searching method.
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What is this I don't even.
The error says your SmileyGems constructor is invalid.
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[1.7.2]Use compiled mods in development environment
See build/classes. Contains unobfuscated classes, you can zip them and distribute for people to dev with.
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[1.7.2] Entity and GUI textures showing in dev, but not when released
Explained a thousand times before. Don't start location with slashes. "/wtv.png" is no good.
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[1.7.2] Reference external library in MCP
Did you try putting them alongside the other libraries ? It was something like mcp/jars/libs last time i checked.
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How to get item ids and items from loaded entities?
EntityItem#getItem() Return the contained ItemStack.
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Need assistance linking entity names in language file to datawatcher
You don't need the language registry. It is deprecated for a reason. Server doesn't need to have any language related thing. Use StatCollector.translateToLocal(String) on client side and make a .lang file for each language.
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Need assistance linking entity names in language file to datawatcher
Consider reading "CustomNameTag" stuff. It is object 10 in the datawatcher for EntityLiving.
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[Resolved][1.7.2] Custom Log causing crash when rendered
@SideOnly(Side.CLIENT) public IIcon getSideIcon(int par1) Doesn't exist in Block. Use #getIcon(int side, int meta)
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Block PlaceEvent
There is no PlaceEvent probably because block placing occurs from a lot of places. Player, enderman, piston, falling sand/gravel, dispenser... If you only care about player placed blocks, stashing the coordinates and checking later on is a perfectly valid solution.
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[1.6.4] Dealing with cross mod integration
See cpw.mods.fml.common.Loader#computeDependencies(String,Set,List,List) for how to use dependency string.
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[1.7.2] denying all mob spawns
This is a server side only, MinecraftForge.EVENT_BUS event. Make sure there is nothing related to client side on your event listener.
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[1.7.2] Buckets yo!... and now an Init discussion.
Also, your full container has a reference to the empty container in its constructor. Which doesn't work because you make the empty container after the full one.
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[How-To]Build multiple separate projects with Gradle
I don't think the "Independent" setup requires any groovy knowledge. That is the default setup that forge invites you to use. Obviously, the further you go from the default, the more you'll need to understand and change. I only needed to refer to the gradle docs to make this tutorial.
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MultiProject dependencies
After putting one settings.gradle in your "core", edit your run configurations to load that "core" mod. All other mods should load as dependent.
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[1.7.2] Buckets yo!... and now an Init discussion.
Items should be initialized and registered in FMLPreInit event.
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Getting a Chunk's NBT
Did you answered your own question ? I think so.
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MultiProject dependencies
I have explained a bit there. Look at the settings.gradle file.
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[1.7.2][NetBeans+Gradle] Trying to open Forge root as Gradle project in NetBeans
Maybe try with a NetBeans plugin for Gradle ? http://plugins.netbeans.org/plugin/44510/gradle-support It generally works better to just import the build.gradle file.
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[1.6.4] Renderpass-like functionality for Armor?
ItemArmor extend Item, so you do it the same way.
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[1.7.2][NetBeans+Gradle] Trying to open Forge root as Gradle project in NetBeans
Did you run first gradlew setupDevWorkspace ?
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Problem with Chunk Provider
The error says that you are using IniMapGenEvent.EventType.LAKE (which doesn't exist) instead of PopulateChunkEvent.Populate.EventType.whatever.
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GUI troubles..
You are simply not using the event like you are supposed to. Read GuiOpenEvent.
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[1.7.2] Glitchy Slabs
I don't see what is going on in the texture you posted, so i'll assume this is a rendering issue. You should override "shouldSideBeRendered" method, there is hardcoded wooden slabs and stone slabs in BlockSlab.
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Can't link en_US.lang to my mod
@SidedProxy(clientSide="blfngl.fallout.proxy.ClientProxy", serverSide="blfngl.fallout.proxy.CommonProxy") public static CommonProxy proxy; public static ClientProxy cproxy; Be careful, cproxy is going to be null here. GameRegistry.registerItem(cellEnergy, "cellEnergy"); Should be inside FMLPreInit event too.
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