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Everything posted by _Cruelar_
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[Solved] Forge failing to load mods.toml (Setup wasn't correct)
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
No I don't I just for some reason seam to have decided to paste them in will fix that -
[Solved] Forge failing to load mods.toml (Setup wasn't correct)
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
I'll try it, but I doubt this is the issue. I have a other mod with the same formatting which does work. Thanks for the effort though, highly appreciated -
[Solved] Forge failing to load mods.toml (Setup wasn't correct)
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
Sorry to bump this but I've been Searching for an error since I posted this and no matter what I did it, it keeps sending this message and nothing is registered. is there some hidden condition I'm not fulfilling? -
[1.12.2] Add custom item to existing entity drop list?
_Cruelar_ replied to Angercraft's topic in Modder Support
1.12.2 isn't supported on this forum anymore so this thread will be closed soon. Also for the future don't bump old threads make a new one instead. PM me if you don't find any answers to your problem currently I'm still working with 1.12. -
[1.15.2] Items and Blocks Cannot Locate Textures
_Cruelar_ replied to Techmo's topic in Modder Support
Thanks seems like the old version didn't support the new way how the forge library is handled when finding usages, also it seems I can update for free to 2019.3 so thanks for pointing out how I could test this -
[1.15.2] Items and Blocks Cannot Locate Textures
_Cruelar_ replied to Techmo's topic in Modder Support
Thing is when working on a 1.12 mod or other java project it still works, only 1.14 mods make problems, also I have a perpetual fallback license for 2017.3 and I don't know if it 1) will stay active when I update and 2) I'll have such a license for later versions. Because of that I'm a bit worried that I won't be able to use IntelliJ after that at all. -
[1.15.2] Items and Blocks Cannot Locate Textures
_Cruelar_ replied to Techmo's topic in Modder Support
On that note in IntelliJ I seem to be struggling finding usages of methods and fields since 1.14. Even when I search in all places it only shows me the results in my files. Could be the same issue. I'm using a outdated version of IntelliJ though (still 2017.3) -
[Solved] Forge failing to load mods.toml (Setup wasn't correct)
_Cruelar_ replied to _Cruelar_'s topic in Modder Support
Could somebody please tell me if I'm missing something obvious, I kinda feel dumb about this as I had something like this before and don't know how to fix it -
Can somone help me update a 1.7.10 mod to 1.12?
_Cruelar_ replied to Myrosb's topic in Modder Support
Don't download mods from 9minecraft.net The only site you should use is curseforge.com and maybe planet minecraft Have a look at this: StopModReposts -
Forge repeatedly claims this: [20:25:59] [main/WARN] [ne.mi.fm.lo.mo.ExplodedDirectoryLocator/LOADING]: Failed to find exploded resource mods.toml However my mods.toml is in src\main\resources\META-INF\mods.toml Here is what it looks like # The name of the mod loader type to load - for regular FML @Mod mods it should be javafml modLoader="javafml" #mandatory # A version range to match for said mod loader - for regular FML @Mod it will be the forge version loaderVersion="[28,)" #mandatory (28 is current forge version) # A list of mods - how many allowed here is determined by the individual mod loader [[mods]] #mandatory # The modid of the mod modId="cruelars_triforcemod" #mandatory # The version number of the mod - there's a few well known ${} variables useable here or just hardcode it version=${file.jarVersion} #mandatory # A display name for the mod displayName="Cruelars Triforcemod" #mandatory # A text field displayed in the mod UI authors="Cruelar" #optional # The description text for the mod (multi line!) (#mandatory) description='"A The Legend of Zelda Mod"' [[dependencies.cruelars_triforcemod]] #optional # the modid of the dependency modId="forge" #mandatory # Does this dependency have to exist - if not, ordering below must be specified mandatory=true #mandatory # The version range of the dependency versionRange="[28,)" #mandatory # An ordering relationship for the dependency - BEFORE or AFTER required if the relationship is not mandatory ordering="NONE" # Side this dependency is applied on - BOTH, CLIENT or SERVER side="BOTH" [[dependencies.cruelars_triforcemod]] # the modid of the dependency modId="minecraft" # Does this dependency have to exist - if not, ordering below must be specified mandatory=true # The version range of the dependency versionRange="[1.14.4]" # An ordering relationship for the dependency - BEFORE or AFTER required if the relationship is not mandatory ordering="NONE" # Side this dependency is applied on - BOTH, CLIENT or SERVER side="BOTH" Also a picture of the folder structure: So what could possibly cause this? Because all explanations I saw so far target the file being at the wrong location however this doesn't seem to be the case.
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Thanks for explaining me, for the next mod I should think more about getting api stuff independent. I recently struggled with the small possibilities of the journeymap api, so yeah the whole mod should be better then I think.
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Ok, I just thought it could be easier for others to have only a small part of my code (looking at Data amount my mod is at around 0.8 MB)
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Cooking pot Recipes out of my mod:
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I have some capabilities that should be able to be used and one of the most important things an abstract class for handles most of the registry for the Results of my recipes. My biggest Problem is that it refers to my ItemStorage (ModItems) and my CreativeTabs which refer to a lot of other stuff which would result in including around 1/4 of my mod.
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I'm currently working on an API for my mod which uses some events and Capabilities. An abstract class I made references my Main class. Should I include the Whole class in the api or should I cut everything but the references? Or in general what should I include into my Api.jar (and how can I create it)?
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Use the Property Override like the Bow does
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[1.12.2] Random damage for sword every time it's crafted
_Cruelar_ replied to Jiro7's topic in Modder Support
there is a ItemStack sensitive variant of addAttributeModifier. not sure if this fixes that but at least it's what I used for something similar -
Could some body tell me why this happens and how to fix it. My generation code public class WorldGen implements IWorldGenerator { @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider) { if (world.provider.getDimension()==0){ generateOverworld(random, chunkX, chunkZ, world, chunkGenerator, chunkProvider); } } private void generateOverworld(Random random, int chunkX,int chunkZ, World world,IChunkGenerator chunkGenerator,IChunkProvider chunkProvider){ generateHyruleHerb(world, random, new BlockPos(chunkX * 16 - 8, 128, chunkZ * 16 - 8)); generateOreDepositOverGround(world,random,new BlockPos(chunkX * 16 - 8, 128, chunkZ * 16 - 8)); for (int i=1 ;i*16<=64;i++){ generateOreDepositUnderGround( world,random,new BlockPos(chunkX * 16-8, i*16-8, chunkZ * 16-8)); } } public boolean generateHyruleHerb(World worldIn, Random rand, BlockPos position) { for (IBlockState iblockstate = worldIn.getBlockState(position); (iblockstate.getBlock().isAir(iblockstate, worldIn, position) || iblockstate.getBlock().isLeaves(iblockstate, worldIn, position)) && position.getY() > 0; iblockstate = worldIn.getBlockState(position)) { position = position.down(); } for (int i = 0; i < 4; ++i) { BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(8), rand.nextInt(4) - rand.nextInt(4), rand.nextInt(8) - rand.nextInt(8)); if (worldIn.isAirBlock(blockpos) && Blocks.TALLGRASS.canBlockStay(worldIn, blockpos, ModBlocks.hyrule_herb_block.getDefaultState())) { worldIn.setBlockState(blockpos, ModBlocks.hyrule_herb_block.getDefaultState(), 2); } } return true; } public boolean generateOreDepositOverGround(World worldIn, Random rand, BlockPos position) { for (IBlockState iblockstate = worldIn.getBlockState(position); (iblockstate.getBlock().isAir(iblockstate, worldIn, position) || iblockstate.getBlock().isLeaves(iblockstate, worldIn, position)) && position.getY() > 0; iblockstate = worldIn.getBlockState(position)) { position = position.down(); } if (worldIn.getBiome(position)== Biomes.EXTREME_HILLS||worldIn.getBiome(position)== Biomes.EXTREME_HILLS_EDGE||worldIn.getBiome(position)== Biomes.EXTREME_HILLS_WITH_TREES||worldIn.getBiome(position)== Biomes.MESA||worldIn.getBiome(position)== Biomes.MESA_CLEAR_ROCK){ for (int i = 0; i < 4; ++i) { BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(8), rand.nextInt(4) - rand.nextInt(4), rand.nextInt(8) - rand.nextInt(8)); if (worldIn.isAirBlock(blockpos) && (Blocks.TALLGRASS.canBlockStay(worldIn, blockpos, ModBlocks.hyrule_herb_block.getDefaultState())||Blocks.DEADBUSH.canBlockStay(worldIn, blockpos, Blocks.DEADBUSH.getDefaultState() ))) { worldIn.setBlockState(blockpos.down(), ModBlocks.ore_deposit.getDefaultState(), 2); if (rand.nextFloat()>0.8){ worldIn.setBlockState(blockpos,ModBlocks.rare_ore_deposit.getDefaultState(),2); }else{ worldIn.setBlockState(blockpos,ModBlocks.ore_deposit.getDefaultState(),2); } } } }else for (int i = 0; i < 1; ++i) { BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(8), rand.nextInt(4) - rand.nextInt(4), rand.nextInt(8) - rand.nextInt(8)); if (worldIn.isAirBlock(blockpos)&&(Blocks.TALLGRASS.canBlockStay(worldIn, blockpos, ModBlocks.hyrule_herb_block.getDefaultState())||Blocks.DEADBUSH.canBlockStay(worldIn, blockpos, Blocks.DEADBUSH.getDefaultState() ))) { if (rand.nextFloat()>0.75) { worldIn.setBlockState(blockpos, ModBlocks.ore_deposit.getDefaultState(), 2); if (rand.nextFloat() > 0.9) { worldIn.setBlockState(blockpos.up(), ModBlocks.rare_ore_deposit.getDefaultState(), 2); } else { worldIn.setBlockState(blockpos.up(), ModBlocks.ore_deposit.getDefaultState(), 2); } } } } return true; } public boolean generateOreDepositUnderGround(World worldIn, Random rand, BlockPos position) { for (IBlockState iblockstate = worldIn.getBlockState(position); (iblockstate.getBlock().isAir(iblockstate, worldIn, position) && position.getY() > 0); iblockstate = worldIn.getBlockState(position)) { position = position.down(); } double deepmultiplicator=1; if (position.getY()<=48) { deepmultiplicator = 1.5; } if (position.getY()<=32) { deepmultiplicator = 2; } if (position.getY()<=16) { deepmultiplicator = 3; } if (worldIn.getBiome(position)== Biomes.EXTREME_HILLS||worldIn.getBiome(position)== Biomes.EXTREME_HILLS_EDGE||worldIn.getBiome(position)== Biomes.EXTREME_HILLS_WITH_TREES||worldIn.getBiome(position)== Biomes.MESA||worldIn.getBiome(position)== Biomes.MESA_CLEAR_ROCK){ for (double i = 0; i < 8*deepmultiplicator; ++i) { BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(8), rand.nextInt(4) - rand.nextInt(4), rand.nextInt(8) - rand.nextInt(8)); if (worldIn.getBlockState(blockpos).getBlock()==Block.getBlockFromName("minecraft:stone")) { if (rand.nextFloat()>0.8){ worldIn.setBlockState(blockpos,ModBlocks.rare_ore_deposit.getDefaultState(),2); }else{ worldIn.setBlockState(blockpos,ModBlocks.ore_deposit.getDefaultState(),2); } } } }else for (double i = 0; i < 2*deepmultiplicator; ++i) { BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(8), rand.nextInt(4) - rand.nextInt(4), rand.nextInt(8) - rand.nextInt(8)); if (worldIn.getBlockState(blockpos).getBlock()==Block.getBlockFromName("minecraft:stone")) { if (rand.nextFloat()>0.9){ worldIn.setBlockState(blockpos,ModBlocks.rare_ore_deposit.getDefaultState(),2); }else{ worldIn.setBlockState(blockpos,ModBlocks.ore_deposit.getDefaultState(),2); } } } return true; } They are all causing this and make creating a new World lasting an extreme long time. What I found out so far is that the Underground Oredeposit generation causes less Worldgen lags than the others. Using them all brings me over 500 cacading world gen lags during world creation, not counted what he loads after spawn. Any help would be appreciated.
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You should maybe edit your old post to provide new textures so we don't spam the Forum. Also it's better to provide the textures in an .zip folder which contains multiple textures.
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Thanks. Will edit it a bit to get the normal stick into it. Will use what looks better. Removed it from the List.
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Yes, they are … more or less. They don't do anything yet but I have them, working on the stunning thing. Make more damage already!