Viper283
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Posts posted by Viper283
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so... what is the point of this mod?
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just a heads up, you'll need to change the package that your mod file is in, as of build 204 FML with crash if there are any files in the net.minecraft.src or a sub-package of it
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I tested to see if i had re-added the recipes for my tileentity correctly, but when i tried to take an item or block from my hotbar and put it in the custom tileentity (copied from furnace just with error fixes, like imports, change names, change package name) it picks it up but then it puts it back in the same place after about 1 second
You can view my code here
i forgot to change some stuff, fixed, now to fix the cannot be cast to TileEntityFurnace crash
new bug fixed now, forgot to change the block to update it to
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you could try talking to azanor, he is always happy to help, you just got to find him first
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i dont think they are properly implemented, i used the old method and it worked fine
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i had the same problem but instead it would crash my game, glad that cpw fixed it now
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1.3.2 is out ;D ;D so that means forge will probably be out soon.
DISCLAIMER, I am in no way related to anything involving forge development so my views could be wrong and not reflect the views of the developers.
don't worry about it, forge for 1.3.2 if officially out, just look at the thread
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Oh yeah, the camelCase frostedDirt thing didnt make a difference:
public static Block frostedDirt;
public mod_ArcticCraft()
{
{
try {
config.load();
} catch (Exception g) {
}
this.frostedDirt = (new AC_BlockFrostDirt(initIntProp(config, "frostDirt", config.CATEGORY_BLOCK, 223), 3)).setHardness(0.5F).setBlockName("frostedDirt").setStepSound(Block.soundGravelFootstep).setCreativeTab(CreativeTabs.tabBlock);
LanguageRegistry.instance().addStringLocalization("frostedDirt" + ".name", "en_US", "Frosted Dirt");
}
}
AC_BlockFrostDirt:
package net.minecraft.src;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
public class AC_BlockFrostDirt extends Block {
protected AC_BlockFrostDirt(int i, int j) {
super(i, j, Material.ground);
}
// You declare the block materials in here and what it drops because where using forge
public int idDropped(int i, Random rand, int j)
{
return mod_ArcticCraft.frostedDirt.blockID;
}
public String getVersion()
{
return "v1.0";
}
public String getTextureFile() {
return "/ArcticCraft/ACBlocks.png";
}
}
I still get the weird texture bug when its in my hand and I still dont see a name when hovering over it
You need to use the @Mod() annotation go here for a tutorial on how to implement it
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Ok I've fixed that and n my opinion the forge call is way better now using a sprite sheet , my other question is what forge call do I use to name my blocks?
Thats a bug with FML (forge mod loader, comes with forge) should work with later builds.
you can still use ModLoader.addName(...) but it doesn't work atm
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unfortunately, this forum is the wrong place for an FML suggestion
while forge comes bundled with FML, FML itself is not part of forge, and is depeloped seperately
actually FML is bundled with forge, FML is the modloader it is based on and forge just adds new hooks and things for modders to use to extra compatiblise mods and to add extra features to mods
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The internal server was to reduce those bugs. World holes should be gone soon.
Trading is very cool. I just use it to get chainmail armor.
And a city with mods...
The internal server was the first step in implementing the mod api (dinnerbone said it on the irc)
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Lex did not design forge to be decompiled on mac
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is there an estimated date of completion?
the first test release should be out soon-ish, it depends on how much time lexmanos has available to finish porting to the new system & mc 1.3
Excuse me that i'm annoying,but what is the limit-day when Forge 1.3.1 is out?(approximately)
probably a few days
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i would suggest looking in the enderman's code as if you wear a pumpkin on your head you are "invisible" to them
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you can also just call the .info file mcmod.info
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with MCForge the mods in the mods folder have to be in .jar or .zip format, whereas portalgun has a folder in the mods folder which means that MCForge cannot find the mod_ file and will not load the mod. If i am wrong please let me know, thanks
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if you are using MForge you should consider making a sprite sheet like what minecraft has, a 256x256 png file
add this line to your load() method
MinecraftForgeClient.preloadTexture("Directory Here");
also have the item code look something like this
public final Item ingotSteel = new itemSteel(144).setIconIndex(0).setItemName("ingotSteel");
0 is the first 16x16 section on the sprite sheet
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when i used version 3.2.5.118 i didn't get that issue (it might have been because i use multimc launcher)
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Item Etc:
public class mod_Food extends BaseMod //if you plan to make it smp change BaseMod to NetworkMod
{
public static final Item PotatoSeed = new ItemSeedsTextureHandler(386, mod_Food.Potato.blockID, Block.tilledField.blockID).setItemName("PotatoSeed").setIconIndex(;
static {
ModLoader.addName(PotatoSeed, "Potato Seed");
public String getVersion()
{
return "1.2.5";}
public void load() {
MinecraftForge.addGrassSeed(386,0,1,10);
}
} }
ItemSeedsTextureHandler:
package net.minecraft.src;
import net.minecraft.src.forge.ITextureProvider;
public class ItemSeedsTextureHandler extends ItemSeeds implements ITextureProvider
{
public ItemSeedsTextureHandler (int par1, int par2, int par3) {
super(par1,par2,par3);
}
public String getTextureFile()
{
return "/FoodMod/gui/items.png";
}
{
}
}
public class mod_Food extends BaseMod
{
public static final Item PotatoSeed = new ItemSeedsTextureHandler(386, mod_Food.Potato.blockID, Block.tilledField.blockID).setItemName("PotatoSeed").setIconIndex(;
static {
ModLoader.addName(PotatoSeed, "Potato Seed");
public String getVersion()
{
return "1.2.5";}
public void load() {
MinecraftForge.addGrassSeed(PotatoSeed.itemID,0,1,10); //i think its itemID, if not change it to shiftedIndex
}
} }
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it might just be that you installed it in the wrong order and 1 mod is messing up another
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for MCForge version 3.2.5.118 you dont need to install modloader, also it provider up to 128bit texture pack support, so no need for the hd texture patch
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thanks lex, your the best
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because you have 42 mods loaded you may have overwritten a file that another mod had edited which made that not able to run
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I used MCForge version 3.2.5.118 to create my minecraft mod, but when i put my jar file into the mods folder it doesnt get loaded, can somebody tell me how we install mods using this version of MCForge(by the way i have never had any problems installing mods before)
Here is the log from the files that MCForge creates on startup
2012-06-03 15:10:39 [iNFO] Forge Mod Loader version 2.2.17.117 for Minecraft 1.2.5 loading
2012-06-03 15:10:39 [FINE] Attempting to load mods contained in the minecraft jar file and associated classes
2012-06-03 15:10:39 [FINE] Found a minecraft related file at C:\Users\Zach\Desktop\multimc\instances\Mineplus\.minecraft\bin\minecraft.jar, loading
2012-06-03 15:10:39 [FINE] Found a mod class mod_MinecraftForge in file minecraft.jar, attempting to load it
2012-06-03 15:10:39 [FINE] ModLoader BaseMod class mod_MinecraftForge found, loading
2012-06-03 15:10:39 [FINE] ModLoader BaseMod class mod_MinecraftForge loaded
2012-06-03 15:10:39 [FINE] Mod class mod_MinecraftForge loaded successfully
2012-06-03 15:10:39 [FINE] Found a minecraft related file at C:\Users\Zach\Desktop\multimc\instances\Mineplus\.minecraft\bin\lwjgl.jar, loading
2012-06-03 15:10:39 [FINE] Found a minecraft related file at C:\Users\Zach\Desktop\multimc\instances\Mineplus\.minecraft\bin\lwjgl_util.jar, loading
2012-06-03 15:10:39 [FINE] Found a minecraft related file at C:\Users\Zach\Desktop\multimc\instances\Mineplus\.minecraft\bin\jinput.jar, loading
2012-06-03 15:10:39 [FINE] Minecraft jar mods loaded successfully
2012-06-03 15:10:39 [iNFO] Loading mods from C:\Users\Zach\Desktop\multimc\instances\Mineplus\.minecraft\mods
2012-06-03 15:10:39 [FINE] Found a zip or jar file mineplus.jar, attempting to load it
2012-06-03 15:10:39 [FINE] Found a mod class net.minecraft.src.mod_mine in file mineplus.jar, attempting to load it
2012-06-03 15:10:39 [FINE] Mod class net.minecraft.src.mod_mine loaded successfully
2012-06-03 15:10:39 [FINE] File mineplus.jar loaded successfully
2012-06-03 15:10:39 [iNFO] Forge Mod Loader has loaded 1 mods
2012-06-03 15:10:39 [FINE] Beginning mod pre-initialization
2012-06-03 15:10:39 [FINER] Pre-initializing C:\Users\Zach\Desktop\multimc\instances\Mineplus\.minecraft\bin\minecraft.jar
2012-06-03 15:10:39 [FINE] Reading existing configuration file for mod_MinecraftForge : mod_MinecraftForge.cfg
2012-06-03 15:10:39 [FINEST] Configuration for mod_MinecraftForge.SPAWNER_ALLOW_ON_INVERTED found values default: true, configured: true, interpreted: true
2012-06-03 15:10:39 [FINE] Configuration for mod_MinecraftForge written to mod_MinecraftForge.cfg
2012-06-03 15:10:39 [FINE] Mod pre-initialization complete
2012-06-03 15:10:39 [FINE] Verifying mod dependencies are satisfied
2012-06-03 15:10:39 [FINE] All dependencies are satisfied
2012-06-03 15:10:39 [FINE] Sorting mods into an ordered list
2012-06-03 15:10:39 [FINE] Sorted mod list:
2012-06-03 15:10:39 [FINE] mod_MinecraftForge: minecraft.jar ()
2012-06-03 15:10:39 [FINE] Beginning mod initialization
2012-06-03 15:10:39 [FINER] Initializing mod_MinecraftForge
2012-06-03 15:10:39 [iNFO] MinecraftForge v3.2.5.118 Initialized
2012-06-03 15:10:39 [FINE] Mod initialization complete
2012-06-03 15:10:39 [FINE] Beginning mod post-initialization
2012-06-03 15:10:39 [FINER] Post-initializing mod_MinecraftForge
2012-06-03 15:10:39 [FINE] Mod post-initialization complete
2012-06-03 15:10:39 [iNFO] Forge Mod Loader load complete, 1 mods loaded
(I can use spoilers ;P)
i used the multimc launcher if that helps
as lex metioned below, i forgot to reobf the mod (made the jar file through eclipse so it didn't put the files in the right place)
[solved][forge modloader] can't download files before running in eclipse
in Support & Bug Reports
Posted
in a folder called "lib"