Jump to content

larsgerrits

Members
  • Posts

    3462
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by larsgerrits

  1. I found the original thread about the other attempt which worked out for him: http://www.minecraftforge.net/forum/index.php?topic=13154.0 You might get some inspiration from it. But, as he says, it is "pretty much is incompatible with everything right now".
  2. Forge isn't going to solve this, as 1.7.10 and older is no longer supported by Forge.
  3. Don't use 1.7.10. 1.7.10 is no longer supported by Forge.
  4. As said before, 1.7.10 is no longer supported by Forge. Update to 1.10.2.
  5. 1.6.4 is no longer supported by Forge. Update to 1.10.2. You can't stay on old versions forever. You have to update someday.
  6. 1.7.10 is no longer supported by Forge.
  7. Wait.... You didn't knew you were using lambda's?
  8. You are saving 3 states in meta: FACING (4 possibilities), POWERED(2 possibilities) and OPEN(2 possibilities). This results in 4x2x2 = 16 different meta values, thus no more fit in there, unless you are able to get by with saving one less property in metadata.
  9. There was a guy a while back, and spend a few months working on it. This is the minecraftforum.net post he has for his mod. He explains how he did it, but it required a huge amount of ASM to be Forge compatible. And using a TESR for this is simply put a stupid idea. It is VERY expensive and honestly, I don't think the FPS drop is worth it.
  10. Haven't worked with particles in a while and not at my IDE, but can't you, just like with Item s have multiple layers and only color 1 of them?
  11. And you should use ModelLoader.setCustomModelResourceLocation instead of ItemModelMesher#register (in preInit). For the events, they are new, I haven't seen anybody use it yet.
  12. You have to start splitting things up into pieces. First, you make a normal Item . Then you make it a sword. After that, you make a fancy model for it in the JSON file. For all of those are plenty of tutorials online.
  13. IWorldGenerator is added by Forge to make custom world generation easier. Vanilla code is generated in BiomeDecorator , and the custom generation is called from Chunk#populateChunk .
  14. 1.7.10 is no longer supported by Forge.
  15. I also gave a 100% working slabs example! There is no need to use ItemSlab and those VARIANTS are no "bs". Stop giving people bad advice and please stop being stubborn. We have seen from his other post that he has a very strict view on how Minecraft should've been made and what current systems are "bs". Just let him be. He'll have to live with it.
  16. This topic has been moved to Support & Bug Reports. [iurl]http://www.minecraftforge.net/forum/index.php?topic=43012.0[/iurl]
  17. It does, however, say in the EAQ to never ask for help for any version besides the latest. 1.7.10 is not the latest and not supported by Forge anymore.
  18. Is it like a block model in your hand or a 2D item model without a texture? There's a difference in that. Also, I don't have my resources folder marked as a sources root, maybe that's the issue?
  19. I apologize for that, I have seen a lot of people confused by the client-server architecture Minecraft is using, and I was suspecting you were another one of those who thinks he/she has to use a client-only version of Forge. Before Minecraft 1.3, client and server were separated, and modders would have to make 2 versions of the mod: client and server. Now, there's an integrated server involved allowing modders to make 1 universal mod jar for client and server. So in the case of mods, you should be using the universal jar, unless it's a client/server-only mod. In the case of Forge, use the installer. As for your problem, I have no idea what is causing that. 1GB of RAM should be enough for 1 mod installed. Try removing Pixelmon from your mods list, and try to make a world without. If it stops freezing, it is a problem with Pixelmon and you should report it to their author.
  20. Where the f*ck did you read that? You should just use the windows installer for your version. And the server should update to 1.10.2, Pixelmon is already out for 1.10.2.
  21. There are no errors in the logs, which makes them useless. You probably had some mod blocks in the world, and then removed the mod, making the blocks disappear.
  22. 1.7.10 is no longer supported by Forge.
  23. generateOre(ModBlocks.chalkstone.getDefaultState(), world, rand, 0, x, z, 25, 33, 100, 45, 65, BlockMatcher.forBlock(Blocks.STONE)); You should be using xx and zz instead of x and z .
  24. You have 3 Strings, each of size 3, defining row 1, 2 and 3 of the crafting grid. You can see it like this: GameRegistry.addRecipe(new ItemStack(GuruItems.NETHER_ORB), new Object[] { " X ", // top row "X X", // middle row " X ", // bottom row 'X', Item.getItemFromBlock(Blocks.OBSIDIAN)}); This is your recipe. After that there is a character ( 'X' ) and an Item. This tells the CraftingManager that the 'X' s in the recipe are obsidian. Also, you can omit the new Object[] , as it's a varargs parameter.
  25. Those are not logs... Your logs are in <rundir>/logs/fml-client-latest.log .
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.