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coolboy4531

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Everything posted by coolboy4531

  1. For generating you could do public void generateSurface(World world, Random rand, int i, int j) { BiomeGenBase b = world.getBiomeGenForCoords(chunkX, chunkZ); if (b instanceof BiomeGenBase.desert) { for (i = 0; i < 15; i++) { int randPosX = i + randomGenerator.nextInt(16); int randPosY = random.nextInt(65) + 50; int randPosZ = j + randomGenerator.nextInt(16); (new WorldGenMinable(MagiCraft.rocksaltBlock.blockID, 10)).generate(world, random, randPosX, randPosY, randPosZ); } } }
  2. It usually happens, when your world is using too much free RAM. I think, because it has happened to me before.
  3. I did it once, but I have forgot how, since I stopped modding for awhile. Can anyone help? It will be appreciated
  4. Put your folder, aka "kauan" into a ZIP folder. Drag that ZIP folder into your mods folder. IT MUST BE A "ZIP". EDIT: Do not put the minecraft folder in it, it's just for declaring the location. minecraft is a location, as well as minecraftforge, so don't put that in.
  5. If you want a certain ore, in your dimension. You need to put the ore in the biome, here is an example. public void generateSurface(World world, int x, int y, int z, Random rand) BiomeGenBase biome = new BiomeGenBase(); something like that. YourOre ore = new YourOre(); if (biome instanceof BiomeGenBase.YOURBIOME) { //add your generating stuff ore.generate(world, x, y, z, rand); }
  6. Gosh, people these days. I think you're wrong, you SHOULD use Eclipse. please.. Don't try to act professional without Eclipse. Reason? If you are professional why are you watching YouTube videos? The fix is. Replace all .setBlockName or .setItemName to .setUnlocalizedName The unlocalized name is your texture, that means you can remove .setIconCoord() and all the other texture stuff. If you have for example testBlock = new TestBlock(222, 0).setUnlocalizedName("testBlock"); It would be located in : Minecraft.jar's : textures/blocks/testBlock.png If it is a ITEM then: testItem = new TestItem(8000).setUnlocalizedName("testItem"); It would be located in : Minecraft.jar's : textures/items/testItem.png SWITCH TO ECLIPSE! ALSO, YOU HAVE TO USE "recompile.bat" EVERYTIME YOU EDIT THE CODE! ECLIPSE AUTOMATICALLY DOES RECOMPILE FOR YOU! AND IT IS FAST!
  7. Shouldn't you put public void addRenderer(Map map) { map.put(EntitySpear.class, new RenderSpear()); } Since you made your own RenderSpear, you should use RenderSpear, instead of RenderArrow, I suppose.
  8. Your pastebin doesn't seem to be working, but my possible solution is what the guy said, put in it your load statement, or init. @Init public void load(FMLInitializationEvent event) { GameRegistry.addSmelting(ParallelWorlds.NightOre.blockID, new ItemStack(NightGem), 1.0F); } Are you sure you are using your "NightOre", are you sure you have registered everything correctly. Please repost your mod file on PASTEBIN, your old one is deleted -ish.
  9. It isn't a good idea, to change your ChunkProvider class. One reason is that SpawnerAnimals is being used. I have encountered this error before, so you might not want to remove that specific line of code. I think it is public void decorate() { } Don't edit ANYTHING in it.
  10. {SOLVED} Stupid me, I forgot to register the block. I am a fairly well, experienced modder. Well sorta. LOL, I don't usually go on MinecraftForge.net's forums. But this time I am. I am currently using Forge. Forge v7.7.0_600 to be exact. I started up doing my coding as such, then when I finished I get this strange error. I'm not sure how to fix it. D: CRASH REPORT My SecretForest class: Any ideas?
  11. I have found a fix for this, because I have this too. Forge has a 4096 Index Code for Blocks. That means you block ID codes should be around 2000-4096. Two of your blocks are below 256. Change them to something above 2000 and you should be good. In your error code: 2013-01-17 18:16:44 [WARNING] [ForgeModLoader] Mod attempted to get a block ID with a default in the Terrain Generation section, mod authors should make sure there defaults are above 256 unless explicitly needed for terrain generation. Most ores do not need to be below 256. 2013-01-17 18:16:44 [WARNING] [ForgeModLoader] Config "/config/MysticAdditions.cfg" Category: "block" Key: "InertMysticGrass" Default: 149 2013-01-17 18:16:44 [WARNING] [ForgeModLoader] Mod attempted to get a block ID with a default in the Terrain Generation section, mod authors should make sure there defaults are above 256 unless explicitly needed for terrain generation. Most ores do not need to be below 256. 2013-01-17 18:16:44 [WARNING] [ForgeModLoader] Config "/config/MysticAdditions.cfg" Category: "block" Key: "InertMysticCobblestone" Default: 148 It is something with InertMysticGlass and InertMysticCobblestone. ID 148, ID 149. Change it
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