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02JanDal

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Everything posted by 02JanDal

  1. I guess I'll report this here in the hope that it'll get fixed at some point: Several coremods depend on the coremodLocation attribute being passed in with injectData, but for coremods passed in via the command line this is used (null).
  2. Ah, ok, I wasn't entirely wrong then.
  3. Ok, sorry, I hade the vague memory that FMLCorePlugin.getLibraryRequestClass would be responsible for that and thought that maybe FML wouldn't call it for command line coremods. Seems like I was wrong though.
  4. Is it possible that coremods loaded using fml.coreMods.load aren't given the possibility to fetch dependencies? I tried adding CodeChickenCore, but it didn't fetch CodeChickenLib on startup, and then of course complains about it not being available.
  5. To bad For coremods (with the FMLCorePlugin metainf attribute) it should be doable, but is there some similar way for tweakers (contain the TweakClass metainf attribute)?
  6. There are several reasons it's wrong/annoying, the main one being duplicated files. Is this (classpath loading of coremods) something that will be resolved at some point or will they always have to be either put in -Dfml.coreMods.load or the mods/ folder?
  7. Hello, I am trying to get loading mods from the classpath to work, with the end goal being having a central mods folder for MultiMC. I'm using CodeChickenCore, NEI and Waila for testing. I have tried both in a dev environment (adding the mods to the eclipse classpath) (http://pastebin.com/9f3pgZE4) and from in MultiMC (http://pastebin.com/fuenZX0y), both give similar results (Waila is loaded, CCC and NEI aren't, so Waila complains about missing dependency). Is it because CCC and NEI are coremods? When asking on #minecraftforge the best answer I got was to parse for the METAINF information and give it to FML using -Dfml.coreMods.load, this would be far from ideal and I really hope there is some other way. Jan
  8. Yepp, that one. Add to that that I don't want to have a second inventory page, and I want to to be SMP... Well, well, going to do something else for my first mod Jan
  9. Ok, I took a look at the source for NEI which edits some base classes to change things and well... Going to do something else... I think I could get access transformers working, but... well... Should at least a hook to add extra "armor" slots be something that would be nice to have in forge? There are loads of other mods too that are doing things like this too (I don't remember the name, but there was one that adds glowes, capes etc.) Inventory size might be a bit to specific though. Jan
  10. That would very likely be a lot easier, but it's for the first already done (I think Forestry) and second that's not the idea. The real idea is that the player should always have less inventory space than now, but have a bit more with a backpack, so I would still have to edit the inventory GUI.
  11. Well I've always been going after "if you reach for the stars you might almost reach the clouds".
  12. Hello, I would like to do some changes the users inventory, namely adding another "armor" slot only allowing (and shift-click accepting only one (maybe more later) item. This should be a backpack slot, and depending on if and which item (backpack) is in the slot I want to adjust the number of slots available to the user. For the beginning I want no backpack to only be 9 items (the hot bar) and one backpack should be 3 rows (27 slots). This is my first mod, but I have so far managed to create the backpack (and made it craftable), and the next step is to A. Add another armor slot and B. Be able to dynamically change the number of slots in the users inventory (when made smaller, items not fitting anymore should just be thrown on the floor). I have read the "Containers and GUIs" tutorial, but I don't want to change everything (as that would mean a lot of duplicate code). Would it be possible to do this in someway with out changing everything? I think that I have created a working class that extends ContainerPlayer and I think I know how I should do for the InventoryPlayer to (and then I simply set EntityPlayer.inventory and EntityPlayer.inventoryContainer to my new classes), but how should I do for the GUI??? Here is my ContainerPlayer extending class: http://paste.minecraftforge.net/view/be8a71af Thanks in advance
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