Everything posted by Draco18s
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[Question] Is it possible to use blocks from other mods?
It also allows other mods to do things with your blocks. Register them early!
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Mod crash on Minecraft start "java.lang.NoSuchFieldError: circuits"
Something didn't reobfuscate properly.
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Code error
Hooray! You posted code! Boo! You didn't post the errors!
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Custom ore generation
You're better off asking in the COG thread than the Forge forums this board is to help modders mod, not mod users use mods.
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libs folder 9.11.1.964
If by "libs" you mean "assets" and by "builds" you mean "reobf" then yes. You have to copy over your assets manually.
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Working on First Mod, Where do I find unused item IDs?
Correction: Vanilla will assign it.
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No 1.6.2 forge download?
(The modification needed is to fml.py which can be easily updated by downloading the last 1.6.4 version of the source and stealing its fml.py and adding it to the 1.6.2 source before installing). Haven't you heard? Reading is for chumps.
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MissingModsException on server
Hardly. Like it says on the top of the forum in BRIGHT FUCKING RED: You need to post the ForgeModLoader-client-0.log file.
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MISSING_ICON_TILE_514
While this is not technically wrong, the problem lies in where you've placed your texture (and changing the registration string isn't going to fix that, unless you get super lucky). In order to completely diagnose your problem I need to know where you're putting your texture file.
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[1.6.4] [SOLVED] KeyBinding multiplayer problem
Packets coming from a player will pass a player entity to your packet handler. Its like magic: public void onPacketData(INetworkManager manager, Packet250CustomPayload packet, Player player) { }
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[1.7.2] Block isn't working... (Solved!)
1) You didn't say you updated the main post 2) I cannot assume that you updated the main post Now, I don't know anything about 1.7.2, but I'd try removing this: public Item func_149650_a(int p_149650_1_, Random p_149650_2_, int p_149650_3_) { return MoMinecraft.brokenObsidianItem; } Seems to me that vanilla code should be handling that...
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Multiple ores wont generate[1.6.4]
No code: no help.
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[1.5.2] Custom Paintings for MC
Did you register your entity? Did you create an item?
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Making blocks easily breakable with shears
Find its static reference in the Block class, the wool / cloth block is done oddly.
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[1.5.2]Random Textures for Mobs[SOLVED]
Learn to read the code you are using please: Quote from DataWatcher.java: throw new IllegalArgumentException("Data value id is too big with " + par1 + "! (Max is " + 31 + ")"); And even some of those are already used: From http://www.minecraftforge.net/wiki/Datawatcher
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Model Armor HelpMe !!
- Model Armor HelpMe !!
http://lmgtfy.com/?q=minecraft+armor+model+tutorial- [1.6.4]Crashing but only on server with getIcon (arrayindexoutofbounds)
I do. https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/item/ItemArtifact.java (See how I check for null, and if null, I return a default non-null icon) I feel like I've got an array-based something somewhere, but I can't recall which mod that was offhand, much less which block or item.- [1.7.2] Block isn't working... (Solved!)
This. I'm not even using 1.7 yet as the deobfuscation process is not even yet to the point when I started modding. And there were still common-use func_* calls. 1.7 not only has that problem, but a "everything is different now and the experienced modders are having trouble in places."- [1.7.2] Block isn't working... (Solved!)
I can't without current code and current description of the problem. "It changed" is not a description. It's useless information that requires me to activate my psychic powers and the government hates it when I go rogue.- Model Armor HelpMe !!
I honestly do not know what the problem is.- [1.5.2] Custom Paintings for MC
There suppose to be more of painting files. Like Model or something, cuz i havent seen any String on taking texture. EntityPainting uses an ENUM to describe paintings. The texture path is handled by the renderer, but the ENUM describes the painting name ("skull") as well as its UV position in the texture and width and height (UVWH are all full-block values, eg. 0,0 with width/height 1,1 would be a 1x1 painting located in the upper left of the texture, which at the default resolution would be 16x16 pixels).- Integration with other mods without being a dependency
You can use Loader.isModLoaded("IC2") in place of that reflection call. I wasn't aware of the Forge method when I did that.- [SOLVED][1.6.4]Helmet that adds Infinity to Items Help
Also: Tip: There are multiple ways to get rid of an item so it's no longer your active one. Tip #2: One of them involves Item Frames. An item that goes into a frame ceases to exist with no function calls or events. So unless your plan is to let the player have infinite* free infinity bows, this is an idea that is doomed to failure. Tip #3: The helmet no longer being worn / ceasing to exist will also need to be covered. *Pun not intended, but enjoyed. And only "inifinite-until-helmet-breaks" of course.- [1.6.4]Crashing but only on server with getIcon (arrayindexoutofbounds)
And if you put sanity checks in your getIcon function, you wouldn't have had the problem anyway. - Model Armor HelpMe !!
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