
Lycanus Darkbinder
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Everything posted by Lycanus Darkbinder
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How to update existing blocks on load?
Lycanus Darkbinder replied to Lycanus Darkbinder's topic in Modder Support
I've been working on creating a SSP block that turns on / off much like the Redstone Lamp but without the need for redstone. I'm curious though because if I place one down and turn it on and then log out, when I log back in it isn't glowing unless I toggle the switch again. I incorrectly assumed that onBlockAdded() fired both when you placed the block and when the world was loaded. I looked at the various redstone*.java files but wasn't quite sure how it saves state from session to session. Any advice (examples or things I can read) as to how you tell the world when it loads that block XYZ should be lit? Thanks! -
I've been working on creating a SSP block that turns on / off much like the Redstone Lamp but without the need for redstone. I'm curious though because if I place one down and turn it on and then log out, when I log back in it isn't glowing unless I toggle the switch again. I incorrectly assumed that onBlockAdded() fired both when you placed the block and when the world was loaded. I looked at the various redstone*.java files but wasn't quite sure how it saves state from session to session. Any advice (examples or things I can read) as to how you tell the world when it loads that block XYZ should be lit? Thanks!
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These are simple questions that a forum search didn't return anything useful on: 1. After installing Forge, minecraft.jar is smaller than the original. Why? 2. If I run "cleanup.bat", do I need to run "setup.cmd" again? In re: #2, I'm just curious if "cleanup.bat" deletes anything that is necessary for forge development since it is part of MCP and not forge. Thanks!
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Do you mean as a developer or user? I've tried looking at it in mcp725 (for mc 1.4.6), mcp726 and mcp726a (for mc 1.4.7) and I've also tried loading the mod as a user in MC 1.4.6, 1.4.7. The author's 1.5.1 version works in MC 1.5.1 so I was hoping to be able to offer help fixing the 1.4.7 version since I'll be staying on it for a while as I wait for other 1.5.1 mods to work out their bugs.
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I posted this on the mod author's minecraftforum page but he said he doesn't know what the error means and doesn't seem interesed in fixing it since he's moved on to Minecraft 1.5.1. I have a basic idea of what the error is but I don't know how to fix it. I used BON to deobfuscate the mod so I could give the author some suggestions but there are still some functions that use obfuscated names so Eclipse can't resolve them. Example: return par1World.k - Eclipse doesn't know what "k" is CallableLevelGenerator.d - Eclipse doesn't know what "CallableLevelGenerator" is
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Sorry, I snipped it because it was several hundred lines and I wasn't sure if the forums would take it all. Here's another one. I see lots of reference to minecraft's worldgen as well as Forge so I don't know if it's a mod, minecraft or forge bug. Keep in mind that the mod listed at the top of the stack here is MysticOres but if I remove that then it will crash on PeacefulPack (which would be next on the top of the stack). This is why I'm not sure who's bug it really is. Warning: several hundred lines
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I'm not sure if this is mod related or Forge related... When trying to generate new worlds, Minecraft will crash with a StackOverflowError. The problem is if I remove the mod in question, it will crash again on a different mod. Example: So I removed the ruins mod and then got the same crash with PeacefulPack when it was trying to generate Flax. I removed PeacefulPack and it crashed again on NetherOres when it was trying to generate ore in the Nether. I've tried several versions of Forge starting with 7.7.1.611 and it seems that any mod that uses a world generator causes the game to crash.
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Oops, sorry I forgot about that limitation with Forge. It seems to be hard coded to always look for certain files within ".minecraft" instead of the relative path. To work around it, just put a ".minecraft" folder inside ".lngserv-mc". Move everything into the ".minecraft" folder and run the script from in there instead. I remember now that when I was testing my script on a folder "Games\Minecraft_1.5.1\", Forge kept creating a ".minecraft" folder in my normal APPDATA and would tell me libraries were missing. When I created "Games\Minecraft_1.5.1\.minecraft\" it all worked fine.
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What OS are you using? I use Windows and wrote a script to launch MC from a custom folder. You have to redirect APPDATA to get things to work properly: REM Use SETLOCAL to keep declarations local to this script REM The "...Expansion" and "...Extensions" keywords are needed for expanding variables in specific ways inside FOR loops SETLOCAL EnableDelayedExpansion EnableExtensions REM Obtain the current path and remove the trailing slash SET _appPath=%~dp0 SET _appPath=%_appPath:~0,-1% REM Modify the system APPDATA variable to allow running Minecraft from any directory. REM Without it, forge would crash trying to find the libraries SET APPDATA=%_appPath:~0,-10% set CLASSPATH=%_appPath%\bin\* REM Put the rest of your script here REM When using SETLOCAL, always put ENDLOCAL before the script exits ENDLOCAL
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Additional info: I peeked inside ArmorStand using MCP and the author tries to register TileEntityArmor.class on the third line inside public void load(). I don't want to post Risugami's code because there is no information in the author's thread as to wether the source is public but I wanted to at least let you know I did look into this a little.
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Greetings, As per the large red message on the forum homepage, I am reporting a few ModLoader mods that used to work with FML in Minecraft 1.4.7 but do not work in 1.5.1 even though the author has updated the mods. The mods are from Risugami's Mods and I have tried two installation methods: 1. Install directly into Minecraft.jar 2. Drop the ZIP into the 'mods' folder (this previously worked in MC 1.4.7) Notes: 1. This report is based on client installations only for SSP 2. These mods do not overwrite any existing class files 3. Regardless of the installation method the error was the same 4. I've tried the following Forge versions: 7.7.1-624, 625, 632, 639 5. I've trimmed the "ForgeModLoader-client-0.log" to only include the error information because all other mods I use load without error. ArmorStand (in 'mods' folder) Floodgate (in 'mods' folder) Shelf (in 'mods' folder)
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Ok so I figured out through trial and error that these mods are broken: ArmorStand.zip Fancy Fences (3-15) v.3.1.zip Floodgate.zip Shelf.zip [1.5.1]CustomRecipes_v3.9.1.zip Even though the authors have updated them, they error with "NoClassDefFoundError". That said, shouldn't Forge just exit rather than hang on the loading screen?
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Minecraft: 1.5.1 (SSP) Forge: 7.7.1.621 and 7.7.1.624 The loading process stops at the following message: "Searching D:\Minecraft\1.5.1\.minecraft\mods for mods" Things to note: 1. I am running the same launcher BAT file I used for 1.4.7 without issue 2. I am using the same mods I used in 1.4.7 (only those updated to 1.5.1) 3. If I remove all mods from the 'mods' folder, the server starts normally I don't know what exactly is causing Forge to hang because the log file shows it is identifying the mods properly: Finally, here is the complete list of mods. Again, keep in mind that these all worked with Forge and MC 1.4.7 and have been updated by their authors to 1.5.1:
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@LexManos Thanks for the tip, got it working: SET _appPath=%~dp0 SET _appPath=%_appPath:~0,-1% SET APPDATA=%_appPath:~0,-10% First line gets the current directory (for example: F:\Games\.minecraft\), second line trims the trailing "\" off and the third trims the ".minecraft" folder. The third line was key because the java parameter -Duser.home is blocked by security rules so it would not change the system parameter properly.
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Interesting, I thought this batch script would set the home path: REM Obtain the current path and remove the trailing slash SET _appPath=%~dp0 SET _appPath=%_appPath:~0,-1% SET CLASSPATH=%_appPath%\bin\* Java launches properly but as I said, it still looks in the user directory. I must be missing something. Is there no way to do this with a simple batch script? I really don't want to have to rely on a 3rd party executable. Edit: Removed the code snippet that showed the java commandline since it didn't fit in the page properly and it was irrelevant to the discussion anyway.
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Greetings, I was following a suggestion on the MC forums to try running MC from a USB stick to see if it increases fps. Unfortunately ForgeML doesn't allow this because it looks to the user's %APPDATA% folder for some additional libraries: argo-2.25.jar guava-12.0.1.jar asm-all-4.0.jar bcprov-jdk15on-147.jar Since I was trying to play offline, ForgeML crashed saying it couldn't download the libraries even though they are there in the "lib" folder in the relative path. Is it possible in a future release to have ForgeML look in the relative path rather than a hard coded path? Vanilla MC can be run from a USB stick so it seems counterintuitive for ForgeML to interfere with this.