
Senitiel
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Everything posted by Senitiel
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Item Not Doing what it should [Unsolved]
Senitiel replied to StrangeOne101's topic in Modder Support
I don't know about NBT, but about players logging in, there is a IPlayerTracker interface. Just create a class like so: public class PlayerTracker implements IPlayerTracker { @Override public void onPlayerLogin(EntityPlayer player) { //Your code } public void onPlayerLogout(EntityPlayer player) { } public void onPlayerChangedDimension(EntityPlayer player) {} public void onPlayerRespawn(EntityPlayer player) {} } onLogin method gets called every time a player joins a server (in Single Player too). You register player trackers in Your main mod class, preferably in load method. GameRegistry.registerPlayerTracker(new PlayerTracker()); -
Both of You seem to have the same problem, and the solution is luckily the same. It's a matter of folder structure in Your zip file. It may be too deep or to shallow. If You have your mod code in for example src\minecraft\modPackage\modSubPackage and Your zip contains only modSubpackage, it has to fail. Try changing unpacking Your zip, putting it into proper folder and zipping it again. Or, if it's the opposite matter, unpack it, omit one folder level and pack it again. Lots of people have this problem. I hope this helps.
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To begin with, from all the sorts of mods, You have chosen a tough one. A really tough one. I find creating simple items much easier for beginners. I think that unless You are really, really curious, and really, really stubborn, you will be discouraged and You will quit. I'd recommend doing something simpler for now - adding a new weapon or tool for instance. Anyway NBT doesn't bite. It simply stores additional information about something in save files. It is possible to live without NBT though - if you don't use it, SOME changes will be simply lost when You quit the game - which isn't necessary a big tragedy (for example - if furnace didn't use NBT and You would quit the game in the middle of smelting, this progress wouldn't be saved, as well as the furnace inventory.) There are less tutorials than possibilities - there always will be so. But one of the methods of dealing with this inconvenience is observing Vanilla classes which You think have something in common with what You have in mind and mimicking them. Tile Entities - You will need them. Along with Your block, you will have to create a class called TileEntityEngine , which will remember if coal and water is present in the engine and will do whatever engine does in it's onUpdate method. Your block will have to have createTileEntity method and it's hasTileEntity method will have to return true. And for the second type of redstone.. You will have to do a lot of copying and pasting. There's API called Universal Electricity - if You really want non-redstone electricity, I would rather try to learn Universal Electricity API and write Universal Electricity mod. But then - I think it's two levels too hard for a complete beginner. Become a non-complete beginner first, than try again.
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I think You didn't understand me correctly. But then, maybe I should have been more specific. put this @SideOnly(Side.CLIENT) @Override public void updateIcons(IconRegister iconRegister)//updateIcons { iconIndex = iconRegister.registerIcon("ModName"+":"+"ItemName"); } into Your ItemName class, and make all of Your items derive from it. Forge has a feature, that if you call iconRegister.registerIcon(modname+":"+itemname) minecraft will search for the file in "mcp/src/mods/modname/textures/items/itemname.png" or, in case of blocks: iconRegister.registerIcon(modname+":"+blockname) "mcp/src/mods/modname/textures/blocks/blockname.png" Code checks itself, if the texture is in blocks or items folder. Does this solve Your problem?
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What forge version are You using? If there's a newer one, there's a chance You didn't do anything wrong - i myself have spent a couple of hours, because I assumed Forge is bug-less. After i compared old forge code with the new code I realized, some functions had bugs in them. After I downloaded a newer version, all of this have been fixed.
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After You have installed the new forge, copy the folders and files You have created from your old version to "newfogredirectory/mcp/src". Then run eclipse and start fixing errors - some functions have changed. Some may have only other names (in this case simply search&replace them), some require additional arguments (sometimes it sufficies to use regular expressions in search and replace - if You have problems creating regular expressions, You may use The regex coach - a freeware which helps a lot with it.) , and some require a little more work. Just keep working until You get rid of all the errors, than try to run it and get rid of bugs, which may have been created.
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I am the creator of Space Marine Mod. For this mod uses Forge I'd like to have this nice "Forge modder" title below my avatar. I'll manage without a subforum for now - maybe I'll ask for it if i get 1000 downloads, but that's seems to be far away from happening - at least for now.
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In Your next install You forgot to delete meta inf before adding forge, didn't You? But I would rather download src version to match universal, and then copy my code to newest src version, not the opposite. But then, if you get universal to work with the same version, try if Your mod works well.
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In my mod I do the following ClientProxy void registerRenders() { EntityRegistry.registerGlobalEntityID(EntityLaserBolt.class, "LaserBolt", ModLoader.getUniqueEntityId()); RenderingRegistry.registerEntityRenderingHandler(EntityLaserBolt.class, new RenderLaserBolt()); } In my mod class @Init public void load(FMLInitializationEvent event) throws Exception { EntityRegistry.registerModEntity(EntityLaserBolt.class, "LaserBolt", 2, instance, 160, 1, false); //2 is an index - get unique for every other entity //160 I cant really rembember what it does //1 is refresh rate - for some other entities You may give bigger values, if you want them to render every x ticks } Also note That in Your Spear entity you will need a constructor, which takes only World as parameter (even if You don't use it in Your code) - otherwise entity will be invisible.
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hm... Ok, check the following: -Does Your minecraft run with the forge without Your mod? -Do You have the same universal forge version as src version? If the first is true, and the second is not, try to get the same src version as universal version and try it all again.
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It's because the method is called twice - once for client side and once for server side. And EntityPlayer cannot always be cast to EntityPlayerMp (but I don't remember, on which side). Do a side (FMLCommonhandler.instance.getSide()) or instanceof check
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You placed the files to right folder, but You have to override updateIcons function. I do mine like so: @SideOnly(Side.CLIENT) @Override public void updateIcons(IconRegister iconRegister)//updateIcons { iconIndex = iconRegister.registerIcon(SenitielsSpaceMarineMod.ModId+":"+name); } Where ModId is the name I put in the @Mod attribute in the main class. Remember to put " : " between mod id and item name. Also note, that unlocalizedName has "item_" before what You have assigned (or "tile_" in case of blocks).
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Updated to 1.5.1. Added Blaster Rifle and Blaster Pistol. The first step, after You've done basic item tutorials, would be to look at the Vanilla ItemBow and EntityArrow or EntitySnowball and ItemSnowball. Use OnItemRightClick in Your gun class to spawn Your bolter bolt. At first, try it with invisible shoots, the rest will come with time and practice. Toy a little with it and You should do fine. For Halo granade You'll have to wait some time, but the second idea will be in some way satisfied I believe rather soon, even if it's not what You meant. Thanks for replies!
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can some one help me resolve id conflicts?
Senitiel replied to wardevour's topic in Support & Bug Reports
Sometimes mod authors don't use config files. Some use their own config files (Balkon's Weapon mod for example). If You're unlucky enough to have two mods that: -use the same ids by default - none of them uses any config files You won't be able to resolve conflicts easy way. You either will have to use some additional conflict resolver or poke one of the authors (the one of less popular mod, as he'll likely have more time and less spam) to use config files, so You could resolve conflicts easy way. Maybe I'm wrong, especially if You didn't tell us something. What mods generate these conflicts? -
Cut spiders to pieces using laser rifle! Melt skeletons with plasma gun! Teach creepers how to fly using power fist! All this while jumping rocket boots! This mod adds some science-fiction weapons (lasers, blasters, plasma gun) as well as some utilities like mining laser or jet boots into the game. It makes the game-play a little easier and a whole lot funnier. Supports multiplayer (both LAN games and vanilla(forge) server). (For balance reasons You may want to install some mods which make enemies tougher, or raise the difficulty level) Current mod version is 1.6.2a, for minecraft 1.6.2 Visit senitiel.hol.es Index [iurl=#videos]Videos[/iurl] [iurl=#download]Downloads[/iurl] [iurl=#weapons]Weapons[/iurl] [iurl=#utilities]Utilities[/iurl] [iurl=#changelog]Changelog[/iurl] [iurl=#install]Installation[/iurl] [iurl=#modpacks]Modpacks[/iurl] [iurl=#support]Support[/iurl] [iurl=#credits]Credits and Thanks[/iurl] [iurl=#todo]Planned features and known bugs[/iurl] Disclaimer This mod is the fruit of countless hours of work and effort. You download it for free as it is and I am not responsible for any damage done to your saved games or your computer. This mod can be distributed on other sites granted, that they link directly to official download link posted in this thread. You don't have the permission to distribute this mod through 'mod packages', installers or pluggins. An installer can not host this mod, it must redirect the user to this thread. You can't modify or redistribute my mod without my written permission. Copyright © March 2013 Marcin Jan "Senitiel" Kulus. Source code is available for viewing at senitiel.hol.es , although don't use it in 1:1 plagiatic fashion. I publish it so other people may see how some things are done, not to simply copy it. Mod is not available under GPL or any other open license. I maintain "The making of Space Marine Mod" forge tutorial. It's never up to date though. [anchor=modpacks]Mod packs policy[/anchor] [anchor=videos]Videos[/anchor] A mod review by rsfilmsworld [anchor=weapons]Weapons[/anchor] [anchor=utilities]Utilities[/anchor] [anchor=changelog]Changelog[/anchor] [anchor=download]Download[/anchor] Download Space Marine Mod 1.6.2 for Minecraft 1.6.2 Download recommended version of Forge Older versions [anchor=install]Installation instructions[/anchor] [anchor=support]Support[/anchor] If you like my mod, and want to support it, you may help in several ways: By making videos By putting this banner into your signature [url=http://www.minecraftforum.net/topic/1723390-147-space-marine-mod-by-senitiel/][img=http://imageshack.us/a/img707/2757/senitielsspacemarinemod.png][/url] By notifying me in case of any bugs By making texture packs By posting good ideas The mod will be further developed. While I have several ideas, on how to improve existing items and what else could be added, but I'm open to good suggestions. By telling your friends Spread the good news! I think I don't have to encourage anyone to do that http://static.minecraftforum.net//public/style_emoticons/default/smile.png[/img] By donating If my mod gave you lots of good time, I would really appreciate Your appreciation. Even 0.1$ is gladly seen. [anchor=credits]Credits and Thanks[/anchor]