Everything posted by larsgerrits
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[SOLVED] [1.10.2] Problem with saving items in my pan
This is an English forum, let's keep it that way.
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[SOLVED] [1.10.2] Problem with saving items in my pan
There's only 1 thing in the Check method that can be null (I'm guessing it's an NPE). Figure it out and do a proper null -check.
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[1.8.9] Rendering Custom Primed TNT (And custom Arrow)
EntityRegistry.registerModEntity(EntityBedrockiumTNTPrimed.class, "BedrockiumTNT", 2, this, 0, 1, true); You have set the tracking range to 0, maybe that could be the issue?
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[SOLVED] [1.10.2] Problem with saving items in my pan
"I have a problem with render" doesn't give us any clue about what's not working correctly? Is it not rendering? Is it rendering weird? Is it upside down? Please, be more specific.
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[1.11] Resource names problem
In 1.11 Minecraft forces everything to be lowercase. So that's why it's looking for the lowercase name. So you should update everything to lowercase names, including your modid.
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First mod erroring
1.7.10 is no longer supported by Forge.
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Forge crash on startup
I might be wrong, but I think Forge is the coremod that is crashing, as there are no coremods specified in the "coremods are present:" warning. Also, the crashreport contains this: at java.lang.Class.getDeclaredFields0(Native Method) at java.lang.Class.privateGetDeclaredFields(Unknown Source) at java.lang.Class.getField0(Unknown Source) at java.lang.Class.getField(Unknown Source) at net.minecraftforge.fml.client.FMLClientHandler.detectOptifine(FMLClientHandler.java:297) It looks like the coremod to detect optifine hasn't been updated yet? @OP, what Forge version are you using?
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Creating advanced (Shift + Hover) Tooltips
Slight problem if I change my keybinding of sneaking to ctrl I would have to press ctrl instead of shift as the keybinding applies to different actions not individual keys. You can also make your own KeyBinding if you want. What? KeyBindings are @SideOnly(Side.CLIENT) . If you call them from a method in the Item class , it still has to load the KeyBinding class "in case it get's called". Now that I'm back at my IDE (wasn't previously), I see that Item#addInformation has the @SideOnly(Side.CLIENT) annotation, so you might be able to pull it off without proxies. But to be sure, I'd put it in a proxy.
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Creating advanced (Shift + Hover) Tooltips
In the Item#addInformation method, check if a KeyBinding#isKeyDown() . The vanilla KeyBinding s are located in Minecraft.getMinecraft().gameSettings . You probably want to wrap this in a method in your proxy, to make the dedicated server not crash.
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Unable to Download...
This is not an issue with Forge, but an issue with adfoc.us itself. I have no idea how long it's going to take.
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Forge crash
1.7.10 is no longer supported by Forge.
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Installed Forge 1.11 but will not load "Forge mod loader has found a problem..."
It looks like you have the mercurius_update in a Minecraft 1.10.2 instance. How did you install Forge? Please explain every step.
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Creating a crafting handler the exports multiple items
It seems like you don't know Java. If you do, you should be able to solve this yourself. If not, learn Java first.
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[1.8.9] onUsingTick never called
In 1.10.2, Item#onUsingTick takes an EntityLivingBase instead of an EntityPlayer . Also, update to 1.10.2. There's already a beta for 1.11, which will soon be the standard meaning we won't support <1.8.9 anymore.
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[SOLVED] is there a way to get stack.stackSize in 1.11 ?
but it was so beautiful.... if (!playerIn.capabilities.isCreativeMode) { --itemStackIn.stackSize; } ItemStack#func_190918_g( amount ) will remove amount from the stacksize.
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[SOLVED] is there a way to get stack.stackSize in 1.11 ?
You'd have to look it the ItemStack class if there's a method for it.
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[1.11] Updating Issues
It's fine if you want to look at the vanilla furnace for help, that's fine. But in this case, it isn't. The Capability is a system Forge added to allow better compatibility between mods. Most mods aren't checking for IInventory anymore, so if you use it, most mods with e.g. item pipes won't work with your blocks. There's a good explanation on Capabilities at mcforge.readthedocs.io. On the other hand, it means (potentially) being able to toss item stacks of Air into the world, stacking them in your inventory, or pulling them out of the crafting grid. You'd have to do more work to prevent this, than I imagine you'd save by handling null correctly. As far as I could tell from cpw's stream, vanilla has checks (e.g. stacksize == 0 or item==air) in the ItemStack class and handle that appropriately. This means you, as the modder, probably won't have to deal with air stacks.
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[1.11] Updating Issues
First of all, what is pulverizerItemStacks ? It doesn't look like an IItemHandler , which you should use using together with the Capability system.
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[1.11] Updating Issues
That's super weird. Why would they change that? I have no clue, but probably to reduce NPEs... That also means every null-check you have won't work. There's a new method in ItemStack you have to use. Look at the vanilla code to figure out how that method is called.
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Creating a crafting handler the exports multiple items
entry.getValue() will return an OutputWrapper , which you can get the ItemStack from.
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[1.11] Updating Issues
I haven't messed with 1.11, but it seems like you can't pass in a null anymore. Instead, use ItemStack.field_190927_a , which (I think) is an ItemStack of the air block.
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Crash On init (GUIHANDLER)
It looks like your Runecraft.instance is null. Is "rc" your modid? Why not [use Reference.MOD_ID like everywhere? Also, your modid is way too short, it should be something longer and more meaningful, like "runecraft" .
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[1.10.2][SOLVED] add tooltip for not mine items?
Use the ItemTooltipEvent .
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MC 1.11 Release is out so when forge 1.11 will be :D?
First of all, do you really expect Forge to be out on the same day as Minecraft's release? Also, Lex and cpw have a almost working version of Forge for 1.11-pre1 (linked by loordgek). There are a few things they have to solve with the 1.11 update to have the first public version of Forge available. But remember, it will be very buggy! So it isn't recommended, as bugs are expected.
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MOVED: Decompile minecraft INDEV?
This topic has been moved to Minecraft General. [iurl]http://www.minecraftforge.net/forum/index.php?topic=43293.0[/iurl]
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