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alejandromp

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  1. Just let you know that your idea has led me in the right direction it works!
  2. Thanks for the advice, that's the aproach I was looking for. But how I draw the 'slots and contents' Right know adding slots in MyContainer constructor, like all tutorials say. ... add player inventory slots ... add chest slots: addSlotToContainer(new Slot(chest, i, 8 + 18 * x, 18 + 18 * y)); How can I draw dynamically the slots in MyGuiContainer? And I suppose I will need to add and remove the slots on every scroll update. Thanks!!
  3. Hi! I'm trying to make a GuiContainer that can scroll the slots. It only shows 48 slots (4 rows * 12 columns) and with a scrollbar it should show the rest of the slots. Right now I have the normal Container and GuiContainer code and works. Also I have a grafic that represents the scroll bar that is dragged with the mouse. All of this works but I can't figure how to change the slots in the Container to represent the actual state. I've been following the code of the CreativeTabs but the problem is that the creative tab doesn't store any items so they can remove and add items in the container at every scroll update. But if I do that I'm removing the content of my 'chest'. On the MyGuiContainer in the method mouseClickMove I calculate the current scroll between 0.0 and 1.0 and call scrollTo in the MyContainer ((MyContainer) this.inventorySlots).scrollTo(this.currentScroll); Then in MyContainer scrollTo i do that: Of course the problem is the 'chest.setInventorySlotContents'. I'm actually changing the content of the chest, not only the GUI. Is there any other way of doing this? Myabe I shouldn't base my code in the CreativeTab.
  4. I also want to know how to open Minecraft form eclipse with other mods installed. Right now if I put the mod in the mods folder it crashes. About how to open source your mod I highly recommend putting the source code in Github
  5. Okey! Now I get it! I think the main tutorial post should be updated with some clarifications. I will explain some things to other people with similar problems. http://www.minecraftforge.net/forum/index.php/topic,16603.0.html With this topic now I understand that the actual forge code is in another place So you are not duplicating that code in your mod folder when running gradle. http://www.minecraftforge.net/forum/index.php/topic,15852.0.html[/[uLR] In that topic are a good explanation about the 'pahimar setup'. The trick (until you undestrand it) is that you copy the forge download in your mod folder and run gradle here. But then you point eclipse to an other folder for the workspace and import the mod. And you can do that with all the mods. Well, and my final problem was the actual resource folder. It has to be resources/assets/MODNAME!! mod src main java com developer modname resources mcmod.info assets modname land models sound textures Thanks again!
  6. Thanks! Now I understand it!! Also I read this post about the pahimar setup I really think that it should be more tutorials, and not just for non programmers with only the commands that they should execute. I'm having troubles finding good sources of information that explain the 'why' behind some things. thanks again!
  7. But then you need to have the source of forge for every mod? And when you want to update forge? You need to move your source files to the new location? I liked the 'pahimar' setup (like Bedrock_Miner said) because you have your mod and forge in different locations. I'm also having trobules with the setup. (in another thread)
  8. Thanks, but after changing some folders I can't find the solution. The problem with copying the example mod is that it is inside the forge folder and mine not, and also the example mod only contains the info file without any other resource. Here is my folder structure, trying to mimic the example. https://www.dropbox.com/s/iscxte30qepo3rj/modding%20folders%202014-02-20%20a%20la%28s%29%2008.25.22.png And here is the project in eclipse. https://www.dropbox.com/s/sasrmo3ev89lqut/eclipse%20modding%202014-02-20%20a%20la%28s%29%2008.25.31.png The source code loads correctly but the resources no. Even the info file doesn't load.
  9. Hi! I just configured a gradle+eclipse setup using the tutorial on the top of this forum, but I don't understand the folder structure correctly and minecraft doesn't load my texture. Right now I have in one place forge and in another place my eclipse folder with my mod inside. Also, in eclipse, I have the build path of my mod requiring the forge project to build. And it works fine. dev forge eclipse mymod Inside mymod I have the source code and this works well. mymod src But if I try to put an assets folder inside mymod the texture isn't loaded. mymod assets textures block test.png I think that the setup of having forge and the mods separate is very cool but I don't know if there is another easiest way. Also I've downloaded some opensource mods and any of them compile. Isn't any 'stantard' setup that works for everyone? Thanks!
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