
Qwertygiy
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Everything posted by Qwertygiy
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I'm having the same issue with the GUI NetworkMod thing, and despite reading this thread several times over, I can't figure out exactly how it got fixed. I have @NetworkMod: @NetworkMod(channels = {"AgricraftureCore"}, packetHandler = PacketHandlerCore.class, clientSideRequired = true, serverSideRequired = false) public class AgricraftureMain I have the instance lines all set out: @Instance("Agricrafture") public static AgricraftureMain instance; and inside the @Init function: NetworkRegistry.instance().registerGuiHandler(instance, new CulinaryGuiHandler()); so what am I missing/doing wrong here? EDIT: I bet I have to manually put in "instance = this;" don't I? *facepalm*
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I don't know exactly how much the 1.3.2 bugfix will impede Forge, but I suspect that it will be like the 1.2.5 update -- some changes to the code but no new classes, and obfuscations remain the same, meaning that most 1.3.1 mods should work with 1.3.2 and 1.3.1 MCP should work with 1.3.2. Of course I could be totally utterly wrong; that's just what I think is likely.
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I'd been wondering about when the next update was expected myself but didn't want to come out and pester anyone about it, because I know how annoying that is. Good to know that we should be able to begin updating mods within a week. I'll be keeping an eye on it.
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ITextureProvider not working for my block
Qwertygiy replied to Qwertygiy's topic in General Discussion
Okay, I've gotten a slight success. Instead of including it in the MCP-built minecraft.jar, I need to put the image inside a new folder in the MCP-built /mods directory for it to work when using startclient.bat. Not sure how everything will work when I finally export it out of MCP and into a usable ZIP file, but it'll work for now. -
ITextureProvider not working for my block
Qwertygiy replied to Qwertygiy's topic in General Discussion
I'm suspecting that maybe my image is not in a supported format even though it's png. I just tried "/terrain.png" and it worked fine. So I think maybe Forge and Minecraft can't read my image properly. EDIT: Nope, I replaced it with a terrain image from another mod and it still wouldn't read it. -
ITextureProvider not working for my block
Qwertygiy replied to Qwertygiy's topic in General Discussion
The file was originally located at "/KBI/MynTek/Blocks.png" and then when I thought that perhaps it could only read sprite files from one folder in, I changed it to "/KBI/MynTekBlocks.png" but must have forgotten to change the "extra" call inside load() in addition to the call in the constructor. It is the same inside both the block file and the main mod file -- I copied and pasted it back and forth and quadruple-checked the path and everything. I have confirmed that it is not an issue with MCP's startclient.bat not including the file; I reobfuscated it and tested it in my normal Minecraft setup with the same results. I didn't really think that it was the issue but it was worth ruling out. -
ITextureProvider not working for my block
Qwertygiy replied to Qwertygiy's topic in General Discussion
To the first; okay, I did try that but it wasn't working. Like I said I tweaked stuff around. To the second; alright, I still have a lot of researching and repetitive code to write -- my ores are biome-specific as they are in the real world. To the third; I use @Override where it's used in the code I'm learning from, but I think I read somewhere that it really doesn't matter; what's the difference between using it and not? -
I was working on the beginning of a mod that I'm not entirely sure I'm good enough of a modder to complete yet, but I figured I might as well learn as I go. However, I got stopped almost as soon as I got started because my new ores won't load their texture. mod_KBIMynTek: /KBI/MynTek/OreBlock: I've tried renaming it, repositioning it, and still it shows the white-and-black no-texture-loaded texture when I start the client via MCP. I cannot figure out how it is different from my previous mod which DOES work. What am I doing wrong?
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The way I read it, Support and Bug Reports is for user issues and crashes, General Discussion is for discussions about anything related to Forge in general that doesn't fit a specific category, Requests is for getting subforums for your mod and Suggestions is for the submission of hooks into the API. There's no solidly defined area for help for modders using Forge, but I think it's a big enough category to warrant its own forum section.
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[SOLVED] How do I implement on-tick methods in my mod?
Qwertygiy replied to Qwertygiy's topic in General Discussion
Thanks, cpw. That's exactly the kind of thing I thought I was missing, but I just couldn't find where that was located. -
[SOLVED] New Mods button: .info files?
Qwertygiy replied to MasterEric's topic in General Discussion
mod_MinecraftForge.info in the client download: [ { "modid" : "mod_MinecraftForge", "name" : "Minecraft Forge", "version" : "3.3.8.148", "url" : "http://MinecraftForge.net", "credits" : "Lots of people have contributed to MinecraftForge", "authors": [ "LexManos", "Eloraam", "Spacetoad" ], "description": "Minecraft Forge is a common open source API allowing a broad range of mods to work cooperatively together.\nIt allows many mods to be created without them editing the main Minecraft code.", "logoFile" : "/forge_logo.png", "updateUrl" : "http://minecraftforge.net/forum/index.php/topic,5.0.html", "parent" : "", "screenshots": [ ] } ] -
[SOLVED] New Mods button: .info files?
Qwertygiy replied to MasterEric's topic in General Discussion
Just going out on a limb here, try making a text file named "mod_yourModClassName.info" and put it in the same folder as the mod_yourModClassName.class file. -
Hello, I'm currently working on a really simple mod that basically just adds a ton more achievements via the achievement page feature. And one thing I'm trying to do is check the player's inventory every so often (100 ticks is the length currently in my code but I'll probably adjust it as needed once I can get it working) so that you can earn an achievement by taking something out of a chest or by having it in your inventory without having to drop it. I've looked through the code, and found the Forge ModLoader class ITickHandler. But I can't seem to get it to work. I have implemented it in my mod class, and include this code: public void tickStart(EnumSet<TickType> type, Object... tickData) { } public EnumSet<TickType> ticks() { return EnumSet.of(TickType.WORLD); } public String getLabel() { return "Achievementizer"; } public void tickEnd(EnumSet<TickType> type, Object... tickData) { System.out.println("Tick Recieved"); Minecraft minecraft = ModLoader.getMinecraftInstance(); tickCounter = tickCounter + 1; if(tickCounter > 100) { tickCounter = 0; System.out.println("Checking inventory"); EntityPlayer entityplayer = minecraft.thePlayer; for (int g = 0; g < entityplayer.inventory.mainInventory.length; g++) { ItemStack checkForAchievement = entityplayer.inventory.mainInventory[g]; handler.getAchievements(entityplayer, checkForAchievement.itemID, checkForAchievement.getItemDamage()); } } } It recompiles and runs fine, but I get no response, so I don't think the function is firing. I suspect I'm missing an important line or two somewhere. Can anybody help me with this?